Factions & Their Influence
Amn is a land of intrigue, and nowhere is this more apparent than in Athkatla. Various factions vie for power, influence, and wealth, and your interactions with them will shape your journey. Understanding their goals and how to navigate their complex webs is crucial for survival and success. Aligning with certain groups can grant powerful boons, unique items, and access to exclusive quests, while antagonizing others can lead to dangerous confrontations and missed opportunities.
The Shadow Thieves
The dominant criminal organization in Athkatla, the Shadow Thieves are a pervasive force. Initially, you'll be forced into an uneasy alliance with them, but your relationship can evolve significantly.
- Initial Contact: After escaping Irenicus' Dungeon, you'll be tasked by Gaelan Bayle (located in the Slums, near the Copper Coronet) to raise 15,000 gold pieces for your release. This initial payment is essentially a fee to the Shadow Thieves for their "protection" and to secure your freedom from the Cowled Wizards.
- Gaining Influence:
- The Mae'Var Questline: This is your primary avenue for gaining favor with the Shadow Thieves. Speak to Aran Whitehand in the Shadow Thieves Guildhall (accessible via a hidden door in the Copper Coronet's back room, or through the Graveyard District after chapter 2). He will task you with infiltrating Mae'Var's guild.
- Mae'Var's Tasks: Mae'Var, found in the Mae'Var's Guildhall in the Docks District, will give you several missions:
- Steal the Necklace: Retrieve a necklace from the Temple of Talos. This requires a stealthy approach or a quick fight.
- Eliminate Rayic Gethras: Head to the Government District and confront the mage Rayic Gethras in his home. Be prepared for a tough magical battle. His staff, Staff of Striking, is a valuable early-game weapon.
- Frame the Merchant: Plant evidence on a merchant in the Docks District. This requires high stealth or careful timing.
- Assassinate Embarl: Eliminate Embarl in the Sea's Bounty Tavern.
- Exposing Mae'Var: After completing Mae'Var's tasks, return to Aran Whitehand. He will reveal Mae'Var's treachery and instruct you to eliminate him. Mae'Var is a formidable opponent, often accompanied by several thugs and a mage. Focus fire on Mae'Var first to prevent him from casting powerful spells. Upon his defeat, you'll gain significant experience and solidify your standing with the Shadow Thieves.
- Rewards & Consequences: Successfully navigating the Shadow Thieves questline grants you access to their fence (for selling stolen goods), a safe house, and potentially a powerful thief stronghold if your main character is a rogue. Antagonizing them will lead to constant ambushes and a hostile Athkatla.
The Cowled Wizards
The Cowled Wizards are the mages' guild of Athkatla, responsible for enforcing magic laws. They are a powerful, bureaucratic, and often ruthless organization.
- Initial Encounter: You'll first encounter them immediately after escaping Irenicus' Dungeon, as they attempt to apprehend you for using magic within city limits. This leads to your initial debt to Gaelan Bayle.
- Avoiding Trouble:
- Magic Use: Be mindful of casting spells in public areas of Athkatla. While not always enforced, repeated or blatant use can draw their attention, leading to fines or even combat.
- Licensing: You can purchase a magic license from a Cowled Wizard representative in the Government District for 5,000 gold pieces. This prevents them from harassing you for casting spells, though it doesn't grant you immunity from their other laws.
- Direct Confrontation: If you choose to defy their authority, expect frequent patrols and powerful mages to confront you. These battles can be very challenging, especially early in the game.
The Vampires (Bodhi's Guild)
A sinister presence lurking beneath Athkatla, Bodhi and her vampire coven are a major antagonist throughout the main storyline.
- Location: Their lair is located in the Graveyard District, accessible through a crypt.
- Influence on the Main Quest: Your interactions with Bodhi are central to the main plot. She will offer you a choice between aligning with her or the Shadow Thieves during Chapter 3. This choice has profound consequences for the rest of the game, impacting available companions, quests, and even the final confrontation with Irenicus.
- Strategies for Dealing with Vampires:
- Protection from Evil: Essential for protecting your party members from level drain.
- Sunray/Daylight: Cleric spells like Sunray and Daylight are devastating to vampires.
- Blunt Weapons: Vampires are resistant to piercing and slashing damage, making blunt weapons (maces, flails, hammers) more effective.
- Stakes: While not strictly necessary for most encounters, stakes can be used to permanently destroy a "defeated" vampire, preventing them from regenerating.
The Planar Sphere
A mysterious, self-contained magical construct that appears in the Slums District. This faction is less about political influence and more about scientific and magical discovery.
- Accessing the Sphere: You'll be approached by a gnome named Lavok in the Slums. He will ask for your help in dealing with the Sphere.
- The Quest: Entering the Planar Sphere involves solving various puzzles and battling elemental creatures and golems. Inside, you'll discover the Sphere's true nature and its connection to a powerful wizard.
- Rewards: Successfully completing the Planar Sphere quest grants you a powerful mage stronghold (if your main character is a mage) and access to unique magical items, including the Staff of the Magi (found in the final chamber after defeating the Master of the Sphere) and the Robe of Vecna (if you complete the associated quest within the Sphere).