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zevlor has way too many details on that goddamn armor of his. it looks wonderful but god its a pain to draw what are you so dripped out for? you dont need clothes around me get naked you fool
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[Personal Character Study] Zevlor the Refugee Leader : Exile, Betrayal, and Redemption
[Spoiler Warning]
This post contains minor spoilers for Baldur's Gate 3 and the official D&D module Baldur's Gate: Descent into Avernus.
[Author's Note]
This is a comprehensive deep dive (9k+ words in its original Chinese text). Speculations and unconfirmed theories by the author are marked accordingly.
I am the original author of this post, which I first shared on a Chinese forum. Since English isn't my native language, I used a translator for the full text. Please forgive any translation mistakes, and I hope you enjoy the read!
If you enjoyed reading this, I’d really appreciate a reblog. 💙
[Lore Note on the Timeline]
Story-wise, the Descent into Avernus module takes place before the events of BG3. However, there is a known timeline discrepancy: the module states its story occurs in DR 1494, while all the newspapers in BG3 Act 3 show the year as DR 1492. Former lead designer Adam Lee has explicitly clarified on social media that the canon timeline is DR 1492, and the module's timeline was an editorial oversight. Therefore, this essay will adopt the DR 1492 timeline.
In DR 1492, a Nautiloid carrying our protagonist party crashed along the banks of the River Chionthar, located between Baldur's Gate and the holy city of Elturel. To rid themselves of the little parasites in their heads, the party embarks on a bizarre adventure. During the journey of various Tavs and Dark Urges, the very first NPC who shows friendliness and asks for your help in a crisis is usually a Tiefling—one with red skin, long black horns, and burning orange-red eyes.
He is the commander of the refugees fleeing to Baldur's Gate: Zevlor.
O sing a song of Elturel
Of water, woods, and hill
The sun dawns on her ruddy cliffs
And fields green and still.
This land of long-abiding joy
Home of the strong and brave
Renowned by all, across the realms,
And never once a slave.
O sing a song of Elturel
When foes are at her door
Her fields torn by cloven feet
From some infernal shore.
Arise the mighty Hellriders
Take up your swift, keen swords
Then charge into the hellish fray
And scatter devil hordes.
O sing a song of Elturel
And when the night does fall
Sleep safe beneath Companion's light
Until the dawn does call.
We're bound by mortal covenant
That only ends with death
And so we'll sing of Elturel
Until our final breath.
— Excerpt from "Baldur's Gate: Descent into Avernus"
Homeland and Faith
Ah Elturgard! If any place in the world exemplifies humanity 's potential for greatness, it is this nascent nation. Who could forget the shining sight of a host of its Companions, paladins all, riding out on the field, banners taught and snapping, breastplates and shields agleam with the symbol of Elturgard, and each bearing a holy symbol of his or her god-armor for the soul. We have no shortage of the good and the just among my people, but the sheer zeal and genuine bravado the Companions have in pursuit of righteousness seems to me something uniquely human. And it's not just those few touched by the gods who seek these high ideals; Elturgard's armed forces swell with men and women who aspire to join the Companions. They are the Hellriders, so named because long ago warriors of Elturel literally rode through a gate into the Nine Hells to pursue and destroy devils that had been plaguing their people. With these bright examples to look up to , is it any wonder that the common people of Elturgard also tend to be devout in their pursuit of justice and worship of the gods?
— Excerpt from Sword Coast Adventurer's Guide
The Homeland That Cannot Be Returned To
When the protagonist first arrives at the Emerald Grove and deals with the goblins brought by Aradin, Zevlor will tell you that he and the Tieflings are refugees from Elturel.
Elturel—a mountainous city belonging to the holy kingdom of Elturgard, known as the "Holy City". It sits east of Baldur's Gate, overlooking the River Chionthar, and is constantly illuminated by a sphere called the Companion. This Companion generates no heat, but its light illuminates the city day and night, bright as a natural sun, burning various undead creatures. Dark creatures dare not even look directly at the city. It can be seen from almost anywhere in Elturgard, though it fades with distance.
As a major location along the trade route through the Western Heartlands, Elturel and its environs for many miles around are a safe haven for visitors and citizens alike. Much of this safety comes from the efforts of the Hellriders, whose cavalry patrol the roads that lead into Elturgard, as well as the paths along the river.
In the late 14th century DR, Elturel and the neighboring city of Baldur's Gate had some disputes. Elturel considered Baldur's Gate lawless and utterly corrupt, opposing its religious tolerance; while Baldur's Gate would plunder money and goods from ships traveling to and from Elturel. Whenever Baldur's Gate tried to extend its reach beyond the territorial limits Elturel found acceptable, the Holy City would impose heavy taxes downstream. Both sides were full of hostility, but Elturel believed that one day they would have to face each other, though neither desired an armed conflict.
If you visit Zevlor's Secluded Chamber, you can witness a conversation between him and his subordinate (and bodyguard) Tilses:
“Commander-”
“Just Zevlor, Tilly. We're civilians now, remember?”
“With respect, sir - being a Hellrider is for life. They can't take -”
“They can, and did. Avernus changed things - best we get used to that.”
“... yes, Zevlor.”
The Hellriders and the Order of the Companion are the two armed forces of the holy kingdom of Elturgard (It might be fairly said that the only reason Elturgard can exist as a nation is because of these knights). Zevlor was a member of the Hellriders. Before they left the Holy City, and before he became a Hellrider exile, Zevlor was a commander of the Hellrider order.
Pride of the Hellriders
Hellriders, also known as the Riders of Elturel, are the crucial armed force of the Holy City. It is said that a company of knights once rode into Hell—the first layer, Avernus—which is exactly where the Hellriders got their name. In DR 1354, led by the then-unfallen angel Zariel, a group of knights gathered in the Holy City and charged into Avernus with her, striving to eradicate the demons ravaging near Elturel. Zariel fell, and very few returned. They were called the "Hellriders". Those warriors who failed to return were buried in the Hellrider's Badge in Avernus. Their souls, bound to Zariel by oath, wander there forever as ghosts.
Hellriders are mostly young men and women eager to join the Order of the Companion; one could join the Hellriders at the age of 12 to start training. The vast majority worship Tyr (God of Justice), Helm (The Watcher), Torm (God of Duty and Loyalty), Lathander (Morninglord), and Amaunator (God of Law and the Sun). Initially, there were few Paladins in the Hellriders. It wasn't until the late 14th century, when Hellrider members were allowed to join the Order of the Companion, that the number of Paladins gradually increased.
Zevlor himself is an Oath of Devotion Paladin within the Hellriders. And as a Paladin, the unavoidable topic is the oath they must strictly uphold. Although not explicitly stated in the game texts, in official D&D lore, both the Hellriders and the Order of the Companion swear to the Companion (the sun-like sphere) and uphold the oath established by the first High Observer and the Paladins of that time: the Creed Resolute.
This series of oaths and maxims outlines, among other things, that those who swear by it will not ascribe the Companion to any one god, nor allow religious differences to come between themselves and others. Those who swear the Creed Resolute also promise to serve the High Observer and uphold the laws of Elturgard, and always be in service to the greater good.
— Excerpt from Sword Coast Adventurer's Guide
Protecting the homeland, protecting the city, and protecting the people of the Holy City is the oath every member of the Hellriders must keep, and Zevlor is no exception. Even after he becomes an Oathbreaker and goes into exile with the refugees, he still puts his kin first.
When Aradin led the goblins to the Grove, Zevlor flew into a rage because there were children in the Grove ("There are children here, you fool!"). He asked the protagonist to help deal with Kagha and the goblins because he had to keep his people as safe as possible on the road. Even during the Tiefling Party, after expressing his gratitude to the protagonist ("You have no idea how good it feels to see these people smiling."), he would mutter to himself:
“Is this everyone? Our numbers have grown so few...”
“No more. I can't afford to lose any more of them.”
“I should be out there, talking with them. In... just a moment, maybe.”
“No. Let them have fun. I'll be ruining it come morning anyway.”
The Stern Watcher
Another unavoidable topic is the deities served by Paladins. After all, Paladins are divine spellcasters, and although their power stems primarily from their own oaths, it remains inextricably linked to the deities they serve. If a Paladin has no god to believe in, they cannot receive any divine power, let alone formulate an oath or cast oath spells.
Based on the reward Zevlor gives players—his old military gauntlets, Hellrider's Pride—I think that the god he worships is very likely Helm.
Please claim your quest reward responsibly.
Helm, The Watcher, He of the Unsleeping Eyes, the Vigilant One. The god of vigilance and protection, Helm is seen as the epitome of the guardian, the watcher, and the guard. He is venerated by those who need to remain watchful for enemies or danger. Helm is a favorite deity of people who make a living by protecting someone or something, such as bodyguards, members of the city watch, and the guards of a treasury vault.
Helm embodies the spirit of watchfulness without regard to good or evil. In legends, he is honorable and keeps his word to a fault, such as when he guarded the celestial stairways during the Time of Troubles, preventing the gods from ascending them and continuing the chaos of that period, until the Tablets of Fate were found.
Helm's priests teach that one must be ever vigilant, ever aware, ever pre pared for one's enemies. Patience, clear thought, and careful planning will always defeat rushed actions in the end. Those who favor Helm strive to be alert, clearheaded, and true to their word. These traits don't necessarily make them nice people, however, and as such many consider the faithful of Helm to be inflexible and merciless.
— Excerpt from Sword Coast Adventurer's Guide
Helm is a Lawful Neutral god who is fond of children. He always completes the task at hand without complaint, but because he overemphasizes fulfilling his duties, some consider him unfeeling.
During the Time of Troubles, the reliable Helm was entrusted by Lord Ao with the task of preventing the other gods from returning to their divine realms without returning the stolen Tablets of Fate. Mystra, the Goddess of Magic, attempted to bypass Helm and return to the divine realm without the tablets, and was naturally stopped by the Watcher. However, the Goddess of Magic still tried to force her way through. Faced with his duty, Helm resolutely chose to uphold his post and fought the Goddess of Magic, ultimately killing Mystra.
This action led mortals and gods to hold different views of Helm. Some despised him, thinking he was too rigid and ruthless regarding his duties, while others admired his quality of uncomplainingly sticking to his post despite the circumstances. Overall, Helm is difficult to understand and is often seen as cold, ruthless, and entirely focused on duty, even at the expense of mortal emotions. But he is not heartless; he is simply a strict disciplinarian.
Statue of Helm at the Stormshore Tabernacle
Because of this, if a Paladin of Helm fails to keep their oath or fulfill their duty, they might not be abandoned by Helm entirely, but their Paladin powers will be revoked due to his strictness.
Zevlor is exactly that—an Oathbreaker Paladin. In the game, he cannot use Channel Oath and has no oath spells. (Author's Note: Right before the final battle, he still cannot use Divine Smite, though player characters who break their oaths can still smite in-game. Therefore, I won't use that game mechanic as core evidence here.) If you open Zevlor's heavy chest in the Secluded Chamber, you will find a Battle-Worn Blade.
The flavor text reveals: "A fine but well-used sword. It seemed to have once belonged to a holy order, but the indication of rank and patron deity at the hilt have recently been filed down."
Perhaps you have noticed the headings of the previous sections. Why is Elturel the homeland that cannot be returned to? Why is he no longer a commander, but a civilian leader guiding refugees in exile? Why is he, who swore to protect the people and still does, now an Oathbreaker? What exactly did Avernus change?
Everything traces back to DR 1444 and a conspiracy known as "The Descent".
Descent into Avernus
On the plane of Mount Celestia, the angel Zariel chastised her peers for not getting involved in the Blood War. She felt that it was the responsibility of the angelic host to destroy evil in the multiverse, rather than stand back and watch demons and devils annihilate one another, destroying vast swaths of the multiverse in the process. In defiance of her superiors, Zariel left Mount Celestia and went to Elturel, where she rallied an army of warriors and trained them to fight in the Blood War. She promised them that when they were ready, she would
lead them into battle on Avernus.
Zariel led her army out of Elturel amid a throng of cheering well-wishers and proud citizens in 1354 DR. ln an epic charge known as the Ride, Zariel ’s army entered Avernus and took the fight to the archdevil Bel and his infernal legions. Many of Zariel's warriors fought bravely, but for others, the horrors of the Nine Hells proved too great. They fled back through the portal, sealing it behind them and never revealing their shameful retreat and betrayal. The Hellriders, as they were called, would wear this badge of shame to the grave.
Zariel lost more than her army on Avernus. She was captured and sent to Nessus, the lowest of the Nine Hells. There, Zariel was brought before Asmodeus, who welcomed her with open arms. The Lord of the Nine commended Zariel for her battle prowess and the strength of her convictions. He offered her rulership of Avernus. By swearing fealty to Asmodeus and the Nine Hells, Zariel could bring her rage to bear against the demons and continue to fight in the Blood War, with legions of devils under her command. Zariel accepted Asmodeus's terms, completing her fall from grace.
— Excerpt from "Baldur's Gate: Descent into Avernus"
The Companion
In DR 1444, the High Rider of the Hellriders was discovered to be a vampire. He had a vast network of vampire spawn, charmed minions, and numerous undead allies, surprising even the Hellriders. Once exposed, various undead creatures began infesting Elturel. The Hellriders fought valiantly during the day but suffered heavy losses at night due to the undead's advantage. A priest of Torm, Thavius Kreeg, began praying to the gods for a miracle. At that moment, Zariel appeared as a pillar of fire and offered him a deal.
Thavius Kreeg signed the pact without hesitation. The next day, a radiant sphere appeared in the sky above Elturel, instantly turning the vampire lord and his undead legions into ash. After resolving the undead crisis, this sun-like sphere did not vanish; instead, it hung low on the horizon like a stationary star. It was a bright beacon in the sky, emitting a faint dawn-like glow. It was called "The Companion". Thavius, having summoned The Companion, instantly gained massive fame and consequently became the High Observer of the Holy City.
But making a deal with an Archdevil never ends well. Both Zariel and Thavius knew the secret behind this so-called "Companion". Zariel never forgot the traitors who fled the battlefield. She kept a close eye on Elturel, waiting for the day she could enact her revenge, and The Companion was her conspiracy against the Holy City. In reality, The Companion was a dark metallic sphere, nearly indestructible, imprisoning a Planetar (a type of Lawful Good angel) named Nascius. In the pact, Zariel explicitly informed Thavius that The Companion's "warranty" was only 50 years. Once the time expired, the entire city would be ripped from the Material Plane and dragged into the first layer of Hell, Avernus, becoming Zariel's property. The citizens would become marching rations for her legion.
The Planetar
Moreover, the souls of those who swore the Creed Resolute to The Companion (including, but not limited to, the Paladins) were all sold to Zariel in a package deal. This is why, after the Holy City fell into Avernus, the Hellriders felt a compulsion to head toward the city—under the pact's influence, the Creed Resolute bound those who swore it to fight, and even die, for Zariel. It also meant that if these people who swore the Creed Resolute died in Avernus, their souls would be forever trapped in Hell, automatically transforming into legion devils under Zariel's command, just like the Hellriders who died there long ago.
“The Descent”
In DR 1492 (the original module stated DR 1494, but we adopt the officially revised timeline here), knowing the fated day was approaching, Thavius spent weeks urging Grand Duke Ulder Ravengard of Baldur's Gate (yes, Wyll's father) to visit Elturel to resolve some long-standing disputes between the two cities. Under political pressure from other Baldurian nobles, Grand Duke Ravengard reluctantly went. After welcoming Ravengard's delegation, Thavius secretly fled the Holy City and hid in a safe area where he could observe The Companion.
Soon after, The Companion transformed from a radiant sun into a black orb erupting with dark energy. It tore Elturel from the Material Plane, teleporting the city and all its inhabitants to Avernus. Where the Holy City once stood, only a massive crater remained. Lost along with the Holy City was Grand Duke Ravengard, who was inside at the time. This is the event known as "The Descent"—in a mere instant, an entire city was dragged into Hell.
Meanwhile, Thavius disguised himself as a refugee to infiltrate Baldur's Gate, seeking asylum with the help of a Baldurian noble, Duke Vanthampur.
At this point, the Holy City hovered above the River Styx, chained by eight massive iron chains to gigantic, jagged infernal iron posts thrusting out of the ground. The city was already infiltrated by scattered demons, devils, and other creatures, and most of its citizens died the moment it was dragged into Hell. When "The Descent" occurred, the Hellriders present in the city were dragged into Hell along with it, yet they continued to protect the unarmed civilians. Those Hellriders who happened to be deployed outside the city gathered adventurers in Baldur's Gate, using plane shift to enter the infernal plane and attempt to save Elturel.
The Expired Companion and the Holy City Fallen into Avernus
After the Descent
In the official D&D storyline, a group of adventurers followed an exiled Hellrider named Reya Mantlemorn into Avernus. Although they didn't redeem the fallen Zariel, they successfully severed the chains binding the Holy City, returned Elturel to the Material Plane, and rescued Grand Duke Ravengard. This was the conclusion of "The Descent".
Though the city returned, its core faith suffered a catastrophic blow. Because Thavius's pact to betray and sell the city was exposed, the residents of Elturel became fiercely xenophobic. The surviving citizens blamed the disaster on the Tieflings within the city—a humanoid race with devilish features. The survivors turned their fear and anger toward these Tieflings, believing them to be infernal spies. Consequently, all Tieflings in the city, whether ordinary citizens or high-ranking officers, were stripped of their ranks, demoted to commoners, and ultimately banished from the Holy City.
It was precisely because of this that Zevlor and his refugees were forced to leave Elturel, becoming strays wandering the wilderness. And the city he swore to protect forever became a homeland he could never return to.
Adventurers can find a delirious Zevlor talking in his sleep, trapped inside a Mind Flayer pod in the Mind Flayer Colony beneath Moonrise Towers in Act 2. Some of his sleep-talking stems from a controlled mind recounting his capture, while others are mixed with traumatic memories of Elturel, Avernus, and being exiled from the Hellriders to become a wanderer.
“Elturel... Avernus... the sky is burning...”
“Hellrider... for... life...”
“Trust... in me...”
“Lay down your weapons... please...”
“Children... look away... look at me...”
Zevlor undoubtedly participated in the bloody battle to save the city. However, since there is no explicit official lore or supporting evidence, we cannot wildly guess the specific details. What is clear is that after this event, as a Tiefling, he couldn't escape the fate of being stripped of his social status, expelled from the Hellriders, and ultimately banished from the city.
If you use Speak with Dead on Zevlor if he dies during the Emerald Grove battle, he will tell you that he was a Hellrider exiled because of the Holy City's descent.
Abandoned by the Oath
[Author's Note: This section contains subjective speculations by the author. Read with discretion.]
Zevlor is a Paladin. However, after we rescue him beneath Moonrise Towers in Act 2, he tells us he heard the voice of the Absolute... And the tempting offer this false god made was this: she could restore his Paladin powers and give him the chance to serve a deity once again. In other words, by the time the Tiefling refugees reached the Shadow-Cursed Lands, he was already an Oathbreaker.
Official sources do not specify why he became an Oathbreaker, and no event in Act 1 seems significant enough to break his oath. I can only theorize that he broke his oath shortly after being exiled from Elturel.
The Paladins of the Hellriders all swore to The Companion, vowing to protect the city, protect its people, and ensuring The Companion would not belong to any single deity. After the Descent, Zevlor and the unarmed Tiefling civilians were cast out of the city. This poses a dilemma:
By being forced to leave the Holy City, did he break his oath to defend the city until his dying breath?
By being unable to prevent unarmed Tiefling civilians from becoming destitute in the wilderness, did he break his oath to protect the people and the weak? But if he had resisted, would he have broken his oath to uphold the city's laws and abide by its will?
Unable to fulfill his duties as a Hellrider commander, his Paladin powers were perhaps revoked by Helm.
Ultimately, he led his kin on a journey of exile—as an Oathbreaker, and as a civilian. He couldn't hold onto his oath, and the city he swore to protect abandoned him.
Having lost his Paladin powers and the ability to protect his people, the refugee caravan suffered heavy casualties along the way due to gnolls, goblins, and various monster attacks. Zevlor began to doubt himself and sought help from adventurers—he had to protect his people, yet he lacked the Paladin strength to do so.
This realization became his inner demon, eventually becoming a fatal weakness in the Shadow-Cursed Lands.
Him in the Story
“They name us outcasts. Hellspawn. Foulblood. But the blood of those who fell today ran as pure as any hero's - so I call us by another name. We are survivors. We are family. The road to Baldur's Gate is a long one yet.”
“You. I don't know if you were sent here by gods, or fate, or sheer bloody luck. I don't care. You were a friend when we needed it, and we won't forget that.”
“Should you ever need it, you have family in Baldur's Gate.”
— Zevlor, after the defense of the Emerald Grove
Power
Abandoned by his homeland and his oath, Zevlor set off from Elturel with his kin, embarking on a long trek toward Baldur's Gate. When the protagonists meet him, the Tieflings are taking temporary refuge in the Emerald Grove, and Zevlor is fighting off the goblins brought by Aradin.
Talking to Zevlor in the Grove, you'll find he can hardly speak three sentences without mentioning his kin. But on a deeper level, you can sense his underlying anxiety—
“While I don't doubt your abilities... you're no army.”
“No. The druids are too powerful - we can't stand against them all.”
“We'd need an army of our own to escort us safely to Baldur's Gate.”
Obviously, it's about power. At this point, he is already an Oathbreaker, having lost his Paladin powers. He has to beg for help from the seemingly omnipotent protagonists who dropped out of the sky because he lacks the ability to protect his people himself. He cannot rebel against Kagha and the druids' ritual because he isn't strong enough to take them all on. Along the way, his refugee caravan has suffered countless casualties, reinforcing his belief that his power is insignificant and that he cannot even fulfill the basic duty of protecting his people. He didn't even have the power to protect his homeland.
This desperate thirst for power gradually became Zevlor's inner demon. When they set off for Baldur's Gate and inevitably had to pass through the Shadow-Cursed Lands, the Absolute seized upon this exact weakness.
You can't just nap here, Commander.
Betrayal
“Why don't you and Zevlor take a long walk off a short cliff?”
Did Zevlor really betray his refugees?
Well, yes, my friends, he did.
In the eyes of the refugees, he is undeniably a traitor. If Zevlor hadn't chosen to surrender, perhaps more Tieflings would have made it to Baldur's Gate to start their new lives. In his own eyes, Zevlor also sees himself as a traitor. He listened to the voice of the false god and naively believed the Absolute's promise, resulting in massive casualties among his people.
As we discussed earlier, Zevlor desperately hoped to earn a deity's forgiveness, or at least regain the power to protect his people. And that is exactly what the Absolute promised him: to restore his Paladin powers and let him serve a god once again—namely, the Absolute. It was in this momentary lapse of resolve that he was controlled by the Absolute and urged the refugees to surrender. However, what awaited him was the nightmare of a Mind Flayer pod and a little tadpole.
Of course, he wasn't actually implanted with a tadpole. When you release everyone from the pods, he regains his senses ("Enough! My mind is my own!") and fights alongside you.
After the battle, he begs the protagonist to tell him if his people are still alive. Even if you respond with harsh words, he doesn't get angry; he only expresses his deep remorse to the protagonist. If the protagonist invites him to fight Myrkul together, he declines, reasoning that the Absolute had already swayed him once, and he won't risk letting that happen again while standing at your back.
Zevlor himself genuinely believes he is a traitor.
Interestingly, the word "betrayal" seems to constantly surround him. Back in Elturel, the original Hellriders who charged into Avernus with Zariel and later returned were, in fact, deserters who betrayed her. After the Descent, the city and citizens he fought so hard to protect banished him. During the Grove defense, the adventurers also have the option to open the Grove gates and betray the commander. And when facing the fanatic cultists of the Absolute, he betrayed the refugees who trusted him due to the false god's influence.
But I choose to believe he is fundamentally good-hearted.
Redemption
Throughout Act 3, Zevlor is absent. It isn't until the Netherbrain rises, the protagonist emerges from the Astral Prism, and prepares for the final battle at the High Hall, that he appears by your side as an ally.
(Assuming you saved him, of course. If you didn't, his corpse will be delivered to your camp by Orin—along with a painting. So, you'll still meet him either way.)
However, through datamining, I discovered that Larian originally prepared a continuous questline for the Tiefling refugees in Act 3. Roughly, it involved Zevlor leading the refugees stranded in the Rivington refugee camp, trying to negotiate their entry into Baldur's Gate. There were even plotlines involving Nine-Fingers Keene connected to him. Larian, give me back my commander's storyline!
In the final battle against the Netherbrain, he brings a Hellrider Paladin and a Hellrider Cleric to aid your fight. (If he dies here, there's no epilogue letter!) At this point, he has regained his Paladin powers, fighting once again to defend a city. Fortunately, the tragedy of Elturel did not repeat itself in Baldur's Gate, nor did the tragedy of the Tieflings. Although the city was battered, the Netherbrain fell into the sea, and Baldur's Gate proved inclusive enough. The Tiefling refugees who survived the journey can finally begin their new lives.
At the epilogue camp party six months later, the protagonist receives a letter from Zevlor.
Zevlor walked into Baldur's Gate alone, carrying the self-identity of a traitor. When he first entered the city and accepted relief rations from a cleric at a temple, his hands were trembling. He ran into some fellow Hellrider veterans, and as they were seeking shelter at the temple together, the Netherbrain rose above the city. They didn't feel fear; instead, they felt anger, followed immediately by—the power of a Paladin.
He confesses that even now, he doesn't know why his Paladin powers returned, or what oath now binds them, but they decided to fight for the city anyway, to spare Baldur's Gate from Elturel's fate. Perhaps it was Zevlor wanting to atone for his city and his people; perhaps it was Helm's mercy; perhaps it was the city accepting him; or perhaps Baldur's Gate simply became the homeland that needed his protection.
He knows nothing can make up for what he did to the refugees. However, he now hopes to work at the temple, assisting in the relief efforts. If permitted, he would be completely content. I couldn't verify which temple this refers to, but based on the map, it's highly likely the Stormshore Tabernacle. In Baldur's Gate, Helm is enshrined alongside Mystra, Selûne, and Tyr at the Stormshore Tabernacle.
Zevlor doesn't know if the protagonist has forgiven him or if they even want to read his letter of gratitude, but he dropped it into the mailbox anyway, signing off at the very end:
等你有空的时候就来看看我们吧
Come and see us, when you can.
END.
-------------------------------------------
The "Nobody Cares" Q&A
Q: How did you do such a deep dive on a character with so little lore?
A: By opening dozens of tabs and finding needles in the haystack of official wikis and modules... For anything I couldn't verify, I marked it as speculation for readers to take with a grain of salt.
Q: Why didn't he just pay the 1000 gp to the Oathbreaker Knight to reclaim his oath?
A: Because he doesn't have protagonist plot armor! The Oathbreaker Knight is just Larian's mercy toward the players. Normally, for an Oathbreaker to restore their oath, they must find a cleric of the corresponding deity to repent and earn the god's forgiveness—which Zevlor obviously couldn't do while in exile. Even if he could find the Oathbreaker Knight, searching his chest only yields 44 + 38 gp (and that 38 might even belong to Tilses). He probably couldn't scrape together 1000 gp even if he sold himself.
Zevlor typing up his hair and looking like a gods damn model 🤩. Thank you to @anatheriaart for this - I am blown away by the details and that smoulder!
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thank you so much @mickmundyswife for commissioning me !!
i haven't drawn this guy in a long while but AAA it was so nice to have the opportunity to come back to him. its been some time but i still love this stinky silly guy <33
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