𝑵𝒆𝒑𝒉𝒂𝒓𝒊𝒂 𝒂𝒔 𝒂 𝑪𝒐𝒎𝒑𝒂𝒏𝒊𝒐𝒏 𝒊𝒏 𝑮𝒂𝒎𝒆.
Nepharia Graylock is a chaotic evil warlock/rogue companion who can be recruited at the Goblin Camp. She is a fiendish force of nature—manipulative, cruel, darkly charming, and entirely self-serving. However, her priority isn’t world domination ( yet ); it’s getting the godsdamned tadpole out of her skull before it turns her into a disgusting freak. For now, that means sticking close to the player and their party. She thrives in chaos, revels in violence, and flirts with death like an old lover. But despite her devil-may-care attitude, Neph isn’t just another murder-happy psychopath. She’s smart. Tactical. She knows she needs the party, which means playing nice. For now.
Nepharia can be found at the Goblin Camp, where she’s taken up residence after the Nautiloid crash. She was pulled into the Absolute’s influence but snapped out of it once Tav arrived with the artifact. This has pissed her off immensely. She’s in the torture chamber, getting ready to flay the grove’s prisoner with her claws, frustrated at the way her mind had been stolen from her. When approached, she’s immediately suspicious of Tav and the party, trying to gauge how useful they might be.
Regardless of your choices, Nepharia wants to join because she needs to get to Baldur’s Gate—where she was supposed to be before the Nautiloid abducted her. She has unfinished business.
Nepharia was sent to Baldur’s Gate by her patron to seduce and kill Lord Enver Gortash, claiming his soul as tribute. But the Mindflayer abduction derailed everything, and now she’s stuck with a parasite in her brain.
Tracking down Gortash—who is one of the most powerful figures in Baldur’s Gate.
Dealing with her patron—who is not happy about her delay and will be testing her loyalty.
Choosing her own fate—will she fulfill her contract and surrender Gortash’s soul, or will she finally rebel against her master and take her own destiny into her hands?
Tav can influence her path, pushing her toward independence and personal growth or deeper into the abyss.
Nepharia is romanceable, but at a cost. Sleeping with her grants her power—she absorbs a fragment of your life force, gaining a +1 to all attack rolls the next morning ( +5 if she takes an entire soul ). The player, however, wakes up with a -1 to all attack rolls, which can be removed with Lesser Restoration.
What She Wants in a Lover.
Passion, danger, and a challenge. Nepharia enjoys seducing and being seduced, but she’s drawn to those who can match her wit and push back against her arrogance.
People who understand power. Whether you wield magic, influence, or brute strength, she respects those who take what they want.
Moral corruption. If player is already dark-leaning, she’ll thrive on leading them further into sin. If player is good-hearted, she’ll test them—trying to see how far she can push them.
Emotional Depth & Character Growth.
She does not believe in love. Love, to her, is a weakness. A tool of control. If player shows genuine care for her, she’ll fight it—mock it, reject it, sabotage it. But deep down, a part of her wants to be proven wrong.
If a romanced player chooses to redeem her, she may soften over time—becoming slightly less destructive.
If a romanced player joins her in darkness, they can become a legendary power couple, ruling through seduction and bloodshed.
Engaging in witty banter. Flirting with her? Even better.
Killing enemies instead of sparing them.
Complimenting her, even if she acts unimpressed.
Helping children and slaves. She hates slavers.
Stealing and embracing your own desires.
Keeping Scratch and the Owlbear cub in camp. Though she’ll deny caring.
Embracing power. Why fight the darkness? Take it.
Defying gods, masters, and anyone who thinks they own you.
Licking the spider. Do it, coward.
Helping people for no gain. Why waste time on this shit?
Being too self-righteous. Spare me your moral compass.
Defending the gods. They don’t give a shit about you. Get over it.
Showing weakness. Crying? Gross.
Her tent is a gothic mess—dark red and black tapestries, candlelight flickering against fabric walls covered in macabre decorations. She collects random trinkets like a crow, scattering bones, coins, and stolen objects around her space.
Her book collection is a mix of:
Infernal history ( half-burned books on archdevils ).
Erotic literature ( some well-read, some defaced with rude commentary ).
Bloodstained journals that she never explains.
The Good Ending: A Devil’s Redemption.
Nepharia kills her patron, refuses to absorb the hoarded souls, and earns her freedom for the first time in her life. She fights alongside the player to save the city, but after the battle, she faces a new challenge—what does she do now? She’s still a fiend, still hungry, but for the first time… she has a choice.
The Evil Ending: Ascension to Godhood
Nepharia kills her patron… and takes his place. She absorbs the souls he hoarded and becomes the most powerful devil in existence. The Hells bow before her. Baldur’s Gate is hers to rule, and the entire material plane? Just another playground for her to corrupt.