#halsin lore
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manesthia · 4 months ago
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Thoughts on Halsin as an "atypical druid"
I've seen a number of excellent metas lately about Halsin's atypical druidism (the fact that he does not abhor the undead, does not have complete control over his wildshape, etc.). While I agree completely with those points, I've also noticed a tendency to sometimes frame this as Halsin being a "bad" druid or never really belonging with the druids in the first place. And I strongly disagree with that. I feel that Halsin's druidism is a core aspect of his character and implying that he is somehow "bad at it" robs him of something essential. The fact that he is a unique, complex character with far more depth than just "typical DnD druid" doesn't mean that he is not still a druid at heart - and a pretty formidable one, at that.
I see him as a character who has something in common with the nature deities and magician-priests of ancient myth and legend: Merlin (a mentor whose teachings are rooted in the natural world; who guides kings rather than wishing to rule himself; who mediates between the kingdom of men and animals; and who changes into an animal) and Dionysus (who celebrates multiplicity, fluidity, nature-based wisdom, carnal pleasure, the subversion of unnatural restraints - and who also shapeshifts, by the way). Druidism informs Halsin's entire belief system, ranging from his view on relationships (Halsin never uses the word 'polyamory'; instead, he speaks of "doing as nature does" and explains all of his preferences with nature metaphors - "the bear partners as its instinct dictates", etc.) to the importance he places on community. Halsin is unhappy as Archdruid not because he is just an incompetent leader or can't get along with other druids, but because he is so in tune with nature that he only thrives in communities with a structure more like the branching network of roots or mycelia - like our group of "weirdos" or his rebuilt community in Reithwin. He does know how to guide, counsel, and mediate - all of which are essential leadership abilities. But he needs to be part of an interconnected organism that grows and learns together, not the sole leader of it. To me, this is connected to his shapeshifting abilities and druidism: Halsin is connected to all other beings by literally becoming them (even if he is most attuned to his bear-shape).
Halsin speaks very highly of the grove as a place of worship (let's not forget how deeply religious Halsin is, too), but he also says that life in the grove made him feel cut off from nature. It's ironic that a druid grove runs on politics and power hierarchies (aspects of civilisation that most druids should despise), but it does. This is also a theme in a sidequest in BG2, if anyone recalls. In my opinion, the fact that Halsin feels out of place in a grove that has grown corrupted with politics and power plays actually makes him more true to core druidic beliefs, not less so.
I think the idea that Halsin doesn't get along with other druids gets taken a little too far at times, too. Members of his grove have issues with him primarily because they have been radicalised by Shadow Druids, not because Halsin is just too good-aligned for other druids in general. Note that every single druid in the grove who expresses strong anti-refugee sentiment also supports Kagha and the Rite of Thorns. Halsin welcomes outcasts into the grove because he is compassionate and empathetic as a person, yes, but also because it is part of his druidic belief in harmony, unity, and the value of life. Compare with Olodan's line:
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This is not to say that I think Halsin's would never clash with other druids at all, or that I think his relationship with the grove is without friction. Obviously, part of the blame for the infiltration of the Shadow Druids falls on him. Obviously, there would be more neutral-aligned druids who would disagree with him on principle. But the fact that the previous Archdruid chose Halsin as his successor (we must assume that he did, since Halsin obviously didn't sign up for it) strongly indicates to me that the deceased, much wiser elders of the grove valued him greatly. Jaheira also repeatedly refers to him with the deepest respect.
I think it's also worth noting that there is room for nuance in druidic beliefs in the BG series. Faldorn in BG1, Cernd in BG2 and Jaheira in all three games are all very different. In many ways, Jaheira is more Harper than druid, which I think was indicated by her being a multiclassed fighter/druid in the earlier games. It also comes out in her conversation with Halsin about the Shadow Curse:
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And if you tell her (speaking as Halsin) that she doesn't have to explain herself to him:
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Of course, Halsin has a personal investment in lifting the Shadow Curse that Jaheira doesn't share, namely Thaniel. Only Halsin has a special connection with the very spirit of the land. This is also why he is completely unable to heal and move on until the Shadow Curse is lifted, unlike Jaheira. If the spirit of the land is wounded, then so is his own spirit. Jaheira, as a Fighter-Druid-Harper, is very much a protector of the realms as a whole (nature and civilisation), while Halsin is referred to over and over again by various NPCs as Nature's Steward, Keeper of Groves, Guardian of the Land, etc.
My argument here is not that Halsin is a more "typical" druid than Jaheira or that one is a "better" druid than the other (I love them both deeply). I'm just saying that all of this demonstrates to me how deeply intertwined Halsin's druidism is with the rest of his character. And I really, really appreciate him as a druid along with everything else he is.
I'm not really sure that I understand Tumblr etiquette regarding discussion (what is the polite way to interact with each other here? Commenting? Reblogs with hashtags? I'm too old for this site lol), but I would love to talk about this more. Please don't hesitate to comment, even if you disagree.
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baldysgate · 1 year ago
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found this off hand comment halsin makes if you look into a mirror while controlling him. He remarks how he looks more like his father with each passing day.. but the way he says it sounds so sad- or disgusted. Like he doesn't want to be anything like his father. It very much has the same tone as his reaction when you take him into the city.
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owlbearwildshape · 6 months ago
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I'm so used to when you use a companion to speak to another companion at camp it automatically switching to the player that I wasn't expecting this (think it's supposed to be triggered in act 2)
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tendermiasma · 2 months ago
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Clover Lore Masterpost
I'm very touched by everyone who's shown interest in my Baldur's Gate character. Many of you have asked where they can learn more about him, so here is the promised Clover masterpost!
I'll update it as we go along, but things yet to be revealed I'm keeping secret 🌙 It's pinned to my linktree in my bio.
Clover (he/him)
Half-Elf Wizard
Age: unknown, likely early 20s
Height: ~5'3
Introduction
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Clover
The Winter Court
Clover's magic
Origins
Clover's spellbook
INT
Halsin and Clover's relationship
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Intro
Intro 2
Did Clover help Halsin with the Shadow Curse?
Intimacy (spicy)
Intimacy cont. (spicy)
Intimacy 2
Injury
Thisobald
Scent
Why did you choose Halsin as Clover's love interest?
Post-Game life
(spoiler-free because I haven't finished it either)
What's an average day for Halsin and Clover once they settle in together?
Miscellaneous lore and FAQ 🍀
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Clover's relationship with the other companions
Astarion gets suspicious
Clover's very quiet, especially compared to Halsin. Why?
How does Halsin feel about Clover's hair?
More hair...
Clover's outfit (far left, I've made a few minor changes since then)
Can others do art/fic/cosplay? - It's all so welcome!! I didn't think this would become such a thing and I'm touched and delighted by what you've done. ❤️
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meanbossart · 1 month ago
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im so curious-- how well does DUDrow get on with the other companions? I've only seen your art and going off that I feel like: he gets along with Shadowheart, Gale I think he borderline cant stand, and Wyll/Lae'zel/Karlach I have no idea how he'd feel about them but id love to know!
So, funfact, because I was not familiar with these kinds of games at the time I played BG3, I practically stuck with the same exact party the entire playthrough. I distinctly remember swapping Wyll in for Astarion once at the end of act 2 because I thought he NEEDED to be there to find Mizora, and I replaced Gale with Karlach when I went to kill Gortash. Otherwise... It was pretty much always just DU drow, Shadowheart, Astarion and Gale. I did this because they were the characters I liked most, so I wanted to see all they had to offer.
Anyways, I mention this because it reflects how DU drow related to everyone - which is to say that he didn't. He picked his favorites (two because he liked them, one because he has fireball) and didn't get particularly close to anyone else.
BUT, there were definitely notable dynamics!
Lae'zel: She's dead. He killed her night 3 or something. Before that he thought her annoyingly demanding and over the top. I don't think DU drow even remembers her by the end of the game.
Gale: Just to add to your original observation, Gale and DU drow have a little bit of history. Gale tries, for about half of the campaign, to pursue him romantically. DU drow keeps turning him down and is either misinterpreted or ignored, and by the time Gale does give up on him their relationship has completely soured to the point where they are constantly shooting daggers at each other. (this reflects a romance bug I got in my first run, except I didn't realize it was a bug. Either way I think its more interesting storytelling than the intended experience.)
Wyll: DU drow was profoundly frustrated by Wyll every step of the way. He found him to be incredibly naive and a bit delusional in his pursuit for heroism, and could never relate to Wyll's perspective or choices - the few he made for himself, at least. They definitely had the least in common and DU drow avoided interacting with him most of the time.
Halsin: He didn't care for Halsin much. He was vaguely helpful but by the time they got to the shadow-cursed lands DU drow had the impression he'd only been dragged here to help him clear his conscience, which he didn't appreciate. Also, he couldn't bear to have someone in camp be taller than himself. Halsin was left behind in Act 2.
Jaheira: DU drow fucking loves Jaheira. They bickered and borderline insulted each other and had a great time doing it. He can respect anyone who will call him a monster, threaten to murder him in his sleep, and make light fun at him the next day. It helps that she's hot, also.
Minsc: Weird hamster man. Ocasionally rendered him speechless. Puzzling human being.
Karlach: He didn't get Karlach, but he was often amused by her and curious enough to want to hear what she had to say. There was a similar issue here as Wyll's where he just couldn't relate to her enough to have much to discuss, but Karlach at least had an edge to her that made her far better company. They got along pretty well when the topic wasn't serious, but when it came to the problems she actually faced their perspectives shifted significantly. DU drow thought everything could be fixed, that accepting her own demise was a cowardly thing to do - and as they approached the end, and she asked him if he would stay with her when she died, he thought she was weak. I don't know if he ever discusses it with anyone, but he feels guilty about her death to this day and sees it as personal failure.
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gaymergirlie · 10 months ago
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On one hand I realize it’s not lore friendly that Halsin as an elf has any body hair at all
On the other hand I think they need to give him even more
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inaconstantstateofchange · 1 year ago
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The Sorrow Glaive, and Halsin's Backstory
So, one of my favorite things about second playthroughs is going back through with the context to put meaning to information you overlooked in your first playthrough.
One such piece of information is the "Druid Notebook" you can find in Nettie's chambers in the Emerald Grove.
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Inside, the writing is incredibly fragmented, and doesn't come together into any sort of coherency based on the Act 1 knowledge you could have at the time of reading it.
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However, if you go back after completing the quest to free Halsin and save the grove, you could put together the link to the glaive you can receive as your reward, named Sorrow.
Note: there is an additional piece of information that I clearly recall, but was not able to trigger when I went back through and attempted it on one of my save files. After you pick up the glaive, the character who does so has a line that describes an overwhelming tide of sadness filling them.
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If you get even further in the game, to conversations with Halsin in Act 2, he reveals the way he became Archdruid one hundred years ago:
In the battle against Ketheric, his master, the previous Archdruid, was felled, and the responsibility fell on Halsin's shoulders to take charge of the druid forces and get them to safety as the shadow-curse fell upon them. He describes it as an incredible weight of regret on him that he was never able to do more to help them - his master, the land, and Thaniel.
There is a possibility that I am wrong of course, but I'm pretty confident in this conclusion:
That journal is Halsin's, and the shade he describes is his master's.
He had to destroy the shadow-cursed version of his beloved teacher.
Not only did he have to go through the sorrow of losing him in the first place, but he had to "kill" him himself, all over again.
We also know that many of the shadow-cursed creatures leave vestiges behind, with echoes of who they were when they were alive.
That vestige would have been Halsin's last fleeting memory of his master, as he was in life.
Thank you for coming to my TEDxtalk, I am going to go throw myself in the nearest river (nonlethally).
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mumms-the-word · 9 months ago
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guys
GUYS
you’ll never believe what nonsense I came across while I was brainrot doomscrolling through all the books and notes on the BG3 wiki trying to find stuff I might have missed in act 2
druid self-insert romantic fanfiction about the first battle against Moonrise and Ketheric
fanfic that Halsin read and criticized!!
Okay if you played early access you shouldn’t be surprised because these books existed in EA. I’ve tried to find them in my game post patch 6 but all I can find is volume 3, which is disappointing because I was hoping to find volume 4
But as a treat, if you’re like me and completely didn’t know about this, buckle up and please enjoy the self-insert adventures of a certain “Roa” who totally isn’t Roan Featherway, a druid of Silvanus and colleague(??) of Halsin himself
———
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Book Draft - Volume I
The name on the inside of this faded journal suggests it belonged to a 'Roan Featherway', a druid of Silvanus.
[Neatly written chapters fill this journal. A list of what appears to be book publishers in Baldur's Gate are on the first page. The cover has a multitude of titles, all crossed out: 'The Unforeseen Alliance, volume 1', 'Druids and Harpers, a fight for good!', 'The Shadowed Evil: who dares to stand against it?'] Our hero, the [brave? mighty?] druid Roa arrives in the grove. When he received the summons from the Emerald Enclave, he knew something was afoot. Filled with druids and rangers alike, members of the Enclave are scattered across the realm. They fight to preserve the natural order, keep the elemental forces of the world in check, and do battle with those who would upset this delicate balance. They are fierce warriors, though none as fierce as Roa. Built like [an ox? A bear?], he stands head and shoulders above the crowd. The grove is buzzing with activity. Roa spots a beautiful woman with ebony hair flowing past her shoulders, her eyes as blue as a [summer's day? bluebird?]. His smile turns to a frown as he notices the crescent moon and harp pinned to her chest. By Silvanus, what was a Harper doing here?
———
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Book Draft - Volume II
Formed from several journals, paper scraps and, in one case, the back of an envelope, this book has been carefully glued together to form the second in a series of romance novels.
[This seems to be the second volume in a series written by an amateur novelist. The title on the cover, 'Love in Shadowed Lands', is crossed out.] The ebony-haired woman notices Roa's gaze and crosses the grove, [winking? smiling?] as she stands by the druid's side. 'I don't usually wear it out in the open,' she says, tapping the brooch on her cloak, a crescent moon and harp pinned to her chest. 'Except for special occasions.' 'What's a Harper doing in a grove of Silvanus?' Roa asks. 'Not just one.' She gestures to a group by the sacred pool. 'We're generally more cloak and dagger,' she continues, 'thwarting tyrants and [guarding? protecting?] the realm is best done in secret. But you lot have a fight on your hands. We're here to help.' 'Since when do the Emerald Enclave need a bunch of Harpers?' Roa says. 'You haven't heard?' She laughs, her laugh tinkling like a bell. 'Strap in, sweetie. We're about to take on Dark Justiciars, their demented leader Ketheric Thorm and, if we're very lucky, Shar herself.'
———
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Book Draft - Volume III
The third book in a series of romance novels, this once beautifully bound book has had pages ripped out, glued back in and even tied to the book's spine using a piece of twine.
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['Volume Three' is written in bold on the front. The title 'The Cost of Sorrow' is followed by a number of question marks.] 'But why?' Roa screams, the beast within barely contained. 'Why follow Shar? Why destroy Moonhaven?' Ketheric stares down [haughtily? cruelly?] at Roa as he steps over the bodies of Harpers and druids alike. 'Shar knows all.' He smiles [maliciously?]. 'She gave me a holy mission. I'm merely fulfilling it.' 'The people of Moonhaven trusted you!' Roa cries, his anger rising. 'How could you turn your Dark Justiciars on them?' Ketheric smiles, 'They needed the target practice. Can't have Shar's elite getting rusty, now can we? As for you...' a crescent blade appears in his [cruel?] hands. 'You are but one lone druid, Roa. Who are you to stand against me?' Roa forces himself to his feet, Silvanus' fury coursing through him. 'I'm your downfall. Today you die, Ketheric!'
———
And for the pièce de résistance 😮‍💨🤌
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Book Draft - Volume IV
The fourth volume and final novel, this book has had almost every single page ripped out, except for the last twenty or so pages.
['Shadow's Kiss' is written in bold on the front. Pages of crossed out lines have notes in the margin reading 'finale!', 'more exciting!'. The final entry reads:] 'Get out of here.' Roa whispers, clutching his side. Blood pours from his fingers, a final gift from Ketheric's blade. 'I'm not leaving you,' Selene sobs, blue eyes filling with tears. Roa cups her face. 'I won't make it out in time. But you can.' Selene presses her forehead against his. Her ebony hair falls forward, forming a curtain that envelops them both. Roa closes his eyes, a smile lifting his lips as her scent, wild roses, washes over him. 'That grappling hook. You still have it?' He asks. 'Of course. Why do you -' With the last of his strength, Roa pushes her from the balcony. He watches her fall, watches her pull the hook from her pack and expertly throw it, swinging gracefully to the ground. A mighty crack splits the floor beneath him as the tower crumbles. He smiles contentedly. Selene was safe. That's all that mattered. Epilogue: 'Selfish bastard.' Selene says, kicking the base of the grave. Balsin places a comforting hand on her shoulder. 'He was the greatest of us all,' Balsin says, a towering behemoth of a druid, although not as tall as Roa. 'We will forever honour him, for he single-handedly broke Shar's hold on the land, and helped -' [A different hand appears beneath the final entry.] Roan, you had one job. This is not a historical record of what occurred, it is poorly written romance with no basis in fact. And if I ever see the name 'Balsin' again, I will personally feed you to Ormn.
Halsin you’re such a critic
we were robbed
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manesthia · 5 months ago
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Still thinking about how much cool stuff there is in Act II and how much I love Halsin's quest. Thaniel's song (sung by unconscious Art Cullagh in Last Light Inn) is so haunting. Hm, hm, Thaniel and me,
Are climb, climb, climbing up a tree,
And we, we see what we see,
And do just what we please, together,
Waiting for the sun, forever.
We see shadows, they get darker,
But our hiding place is brighter.
Monsters snuffling and stalking,
In the shade where we are walking.
We are fearsome, black and red,
We are living, they are dead.
Two of us, safe to the end.
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lunastrophe · 11 months ago
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BG3 Elven Lore: Names Written In Elven Script
In connection to this post, here are some examples of elven names from Baldur's Gate 3 written in elven script from DnD universe, Espruar.
There are, in fact, two Espruar scripts. One of them is an elven runic alphabet used in the earliest and the newest editions of DnD - you can even find some examples of its use in game.
3e Espruar is a completely redesigned elven script that appeared in DnD universe only briefly and is no longer used. It was an attempt to give Espruar more elven and graceful look - but in newer editions of DnD the game creators decided to return to original Espruar design. 3e Espruar alphabet looks like this.
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Personally, I like it more than original Espruar script ❤️
Some examples of elven names from BG3 written both in 3e Espruar and in original Espruar:
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Espruar font and Old Espruar font are by Neale Davidson.
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tendermiasma · 3 months ago
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Anonymous asked: Did Clover help Halsin with the shadow curse etc, or is their story divergent from the game?
He did, in time. In the Shadowlands he felt exposed and vulnerable with nowhere to run. When the party started ordering him down from taking extra watches he exhausted himself with concealment spells. Halsin in particular seemed concerned with his welfare, encouraging him to rest, which made Clover vow never to close both eyes again. Halsin's entanglement with the Fey made him, in his eyes, his greatest threat. Halsin's want to keep him close felt like
a hound guarding his master's kill, waiting for his return. He'd walked in darkness before and braved the Shadowfell when the little thing inside him that his whole life kept him alive, that screamed and screamed to run or die, reached a fever pitch. It ended poorly.
It pained Halsin more and more that Clover looked at him with such confused mistrust, that he shrank from him. He should let someone alone who clearly wanted nothing to do with him. A sting was natural, but knowing that it was what one wanted had always made it easier to part ways in the end. It made him restless. A pit opened in his stomach when he'd reach to relieve Clover of the heavy water pail to douse the fire and watch his gaze immediately struggle to find its sharpness under a bleary sleeplessness thick with nights spent holding up wards while the Weave frayed around him. Halsin's eyes roamed the treeline but he only thought of how Clover froze at his approaching footfalls at the change of watch. Halsin felt childish, selfish even. Why couldn't he just let this be? He knew why. Something was deeply wrong-- he was a healer and saw in Clover an injury of a different kind. He wished he could convince himself it was the only reason. He had never been a good liar, but this was the first time he cursed himself for it.
It was he who carried Clover back to the firelight and kept him in his own tent to recover. As kind as Halsin was, it was unwise for anyone to keep Clover from him then.
In its unfamiliar warmth was the first time Clover ever spoke of what happened to him. He spoke in the weight of forests holding lost years and spells and a man in the bones of an owl. It all lay about in a half-light, a moonlight throwing long shadows on what he could not say, what he could not remember, what choked him from fear to even whisper.
While he was unable to leave-- due to his physical state and later Halsin's strong insistence-- they had many hushed hours to spend together. It was the first time Clover noticed the heaviness in Halsin's eyes that would part like clouds for the sun when there was something to be done. Clover softened under Halsin's murmured conversation and learned not to pull from his hands. He was only able to stand so much though; Halsin's intentioned touch was overwhelming. It was gentle and mindful and consumed his entire senses and made him want to bolt for the Shadowfell once more. He wanted to cut out every part of him that Halsin's hands had touched because he wanted to think of anything else besides the memory of them lingering on his skin. He wanted Halsin to never stop touching him. He wanted to set the tent on fire.
The warm and deep scent of the blankets and furs that Halsin piled around him was intoxicating and dangerously comforting to Clover. He put nettles under his cheek to keep himself from falling asleep. It sometimes wasn't enough. When Halsin drew close, Clover was enveloped in the same scent.
It took a great amount of trust for Clover to finally help Halsin lift the Shadow Curse and rescue Thaniel. He began to see Halsin's true heart when he very nearly made the whole world stop for him, just by giving him a place to be and a little bit of care without Clover having to look over his shoulder. Even if he still watched, he watched him differently. He defended the gateway with a ferocity and sense of purpose he could never remember feeling before; that something had meaning now. He knew the thing that Halsin would carry back with him. He did not know what he would do. But the little animal that lived in him that always told him to run was waiting for him, too.
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kirain · 9 months ago
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Question. How do you handle the age differences and life spans of your tavs/romances in bg3?
Are you asking if I've made my Tavs age-equal to the romances I've picked for them? If so, then I've actually been very careful about that. Lore-wise, I can't stand the thought of my character dying hundreds of years sooner or living hundreds of years longer than their partner. So I adhered to D&D 5E lore. If you're interested, I've explained most of the lifespans below.
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Serena, my canon character, is human and romanced Gale. In D&D, the average lifespan of a human is 120 years, but since she and Gale are both wizards, they could potentially live for thousands of years. It all depends on the magic they wield. Elminster, for example, is nearly 1,300 years old. Otherwise, they'll age alongside each other as equals.
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Saska is a Seldarine drow. On average they last between 400-750 years, depending on if they survive and leave the Underdark. Saska has indeed left the Underdark, works as a bard, and romanced Karlach. Tieflings typically live to 150; however, Karlach has the potential to live longer since her body has been so drastically altered. Upon finding a permanent upgrade for her engine, it's possible she could live just as long as a drow, if not longer, as she's been touched by infernal technology.
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Ez'ria is a githyanki fighter/storm sorcerer. This one was easy, since she romanced Lae'zel. With any luck, they'll both live to a nice, healthy 120 years old; the average lifespan of a gith.
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Eilonwy is my redeemed Dark Urge half-elf. On average they last about 180 years. This one's a bit more complicated because I partnered her with Astarion, who's a pure high elf and a vampire. High elves live to an average of 750 years, and vampires/spawn are of course immortal. But I've given this a lot of thought. Eilonwy, for example, is a druid, and because of their connection to nature/magic, their aging slows to 10% of what they would normally age. This means Eilonwy has the potential to reach 1,800. I should also mention that there are cures to vampirism in D&D 5E, so I like to think they find one at some point during their travels.
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Bakara is a tiefling sorcerer of the draconic bloodline. Another semi-easy one, since I partnered her with Wyll. As I mentioned before, tieflings typically live to 150, whereas humans live to 120. I headcanon that my tiefling was already 50 when she met Wyll; who, according to Larian, is 24 during the events of BG3. To clarify, tieflings are considered young adults by the age of 20 and full adults when they reach the age of 60. So despite being 50, she's mentally around the same age as Wyll.
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Thalias is a high half-elf Selûnite cleric. Possibly the easiest one, since he romanced Shadowheart, who is also a high half-elf who becomes a Selûnite cleric (at least in my game). With Selûne's blessing, they could live however long she desires, but on average they'll both live to be 180.
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I also made an adorable little deep gnome named Mira to sweep Barcus off his feet. I shall wait patiently for Larian or a clever modder to make him romancable. The average lifespan for gnomes is 350 years.
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Halsin is a bit more complicated, since he's a pure wood elf and a druid. This means he could conceivably live to be 7,500 years old, which is wild. I do plan on doing a playthrough where I romance him, and when I do I'll be making a mysterious wood elf named Arawen, a warlock who made a pact with an ancient archfey. So in addition to living to 750; as per the average lifespan of her race, as long as her pact remains in tact, she will live as long as her patron allows.
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meanbossart · 7 months ago
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I've got some questions about Du Drow.
1. What does he think of Halsin?
2. Is he embrace the urge or resist the urge?
3. What does he think of Gortash?
4. Did he have any lovers in the past?
1- Doesn't care for him. Too nice and too pragmatic and talks too much about how pretty trees and leaves are. What's a little ironic is that DU drow has in-depth knowledge about nature and survival because of his background, so, technically, they could have had a lot to chat about - but Halsin's outlook on nature is rather... Ethereal? Theological? In comparison, nature is a parent's cold, stern hand in DU drow's mind. There's a simplicity and straightforwardness to it that he finds a great deal of comfort in, and I think Halsin's druidic agenda must have really, really gotten on his nerves very quickly. Also he's like 2 inches taller than DU drow so that's not good for his ego.
The gang didn't fix the Shadow Cursed lands so they parted ways by the end of act two, the drow didn't miss him LOL
2- Like - resist, embrace, resist. He was a little bit freaked out at the start, took to it pretty quickly and reveled for a while, then decided to resist it again once he realized these weren't a part of his own, free will. He still enjoys killing and maiming, but he needs to do it as a free man bound to no gods, otherwise he feels like a pawn.
3- Pre-campaign he thought Gortash was kind of a character. He enjoyed his company in a "get a load of this guy" way but probably saw some uncomfortable pieces of himself reflected in him as well. They were "friends", but only because Gortash put up with his constant abuse with little more than an eye-roll and a wave of the hand, which continually encouraged DU drow to push the bill further. In a weird way, it worked for them.
Post tad-pole, DU drow retained the "get a load of this guy" attitude. He looks at Gortash and just wants to laugh. He thinks he's a poor excuse for a man and a joke of a leader and retained no memory of that inkling of childish terror and desperation he saw of himself mirrored in him.
I've gone much more in-depth about Gortash before, so just look up the "enver gortash" tag in my blog if you're curious about it!
4- No. Astarion is his first functional, romantic relationship. He went through long streaks without sex interspersed with "cruising binges" as a titular Bhaalspawn, and sometimes got creative with corpses in and outside the temple. Otherwise, he considered Orin to be his soulmate.
Thank you for the questions! :D
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nemo-in-wonderland · 3 months ago
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🍃 ASRA SILVERBOUGH | CIRCLE OF DREAMS DRUID | HALF-DROW ELF🍂
Name: Asra Silverbough
Nickname: Rara, Spiderling, little Owlbear (by her father)
Title: The Sentinel of the Sylvan Glade
Alias: None
Age: 199 Years Old (She was born in 1294 DR-Year of the Deep Moon )
Birthplace: High Forest, in Dark Maiden's Leap, the shrine consacrated to Eilistraee. Her mother prayed for the Goddess��� protection while birthing the Asra, and it was granted. Hometown: Emerald Grove, Sword Coast, Western Heartlands
Current Residence: After spending most of her life in the Emerald Grove with her father, she returned to the High Forest, her father's family's home, and joined the Druids of Tall Trees
Alignment: Neutral Good
Race: Elf (Drow/Wood Elf)
Class: Ranger/Druid - Circle of Dreams
Profession/job: During her formative years spent at the Emerald Grove, she was an Druid Initiate under her father's guidance, working with him in trying to preserve the Balance of Nature. However, she founds that curing ailments and working with medical herbs was not her vocation, and she would rather spend her days up in the trees, flying branch to branch while scouting the areas around the Grove. Eventually, she picked up the role of Sentinel for the Grove, and lead a small squad of Rangers to protect the Grove and its inhabitants. Visual particular traits: Due to having inherited her mother's and father's height, Asra is considered extremely tall for an elf, especially one of Drow descent. Her own physical constitution also favours her father's, making Asra stands out among her peers. Scent: White Moss and Oak Resin. Occasionally, especially when wearing her shawl, she is surrounded by an intense scent of Oud that can lingers for hours. She has no idea how that is possible, but she suspects the shawl the scent is magically weaved within the fabric of the shawl, considering its arcane properties.
Colours/symbols associated with: The Colours of the Forest during Autumn; The Owl that flies silently in the night; the Stag that protect the Forest and all that lives within it. Languages: Common, Elven, Wild Elvish, Druidic, Undercommon Accent?: Asra’s Elvish has a distinct “High Forest” tune to it (irl it would be similar to Scottish), and it would carry over even when she speaks the Common Language. Tropes they embody: “Action Girl”, “Amazonian Beauty”, “Badass Adorable”, “Be Careful What You Wish For”, “Big Sister Instinct”, “Determinator”, “Daddy’s Girl”, “Death Glare”, “Determinator”, “Fish out of Water”, “Hot-Blooded”,“Former Teen Rebel”, “Friends To All Living Things”, “Hidden Depths”,“Long-Range Fighter", “Made Of Iron”, “My God What Have I Done?”,”Parental Abandonment”, “Savvy Guy, Energetic Girl”, “Statuesque Stunner” “Strong Family Resemblance”, “Stronger Than They Look”,” It Runs In The Family”, “Tranquil Fury”, “Odd Friendship”, “Weakness Turns Her On”,
Personality: Determinate, Curious, Kind, Boisterous, Funny, Overprotective, Resilient, Resourceful, Intuitive, Brave, Loyal, Honest, Empathetic, Determined, Confident, Strong-Willed, Protective, Compassionate, Caring, Independent, Fearless, Vengenful, Short-Tempered, Impulsive, Rebellious, Hot-Headed, Proud, Stubborn, Overconfident.
Detailed Backstory: Asra was the biological daughter of Halsin Silverbough. The story surrounding her birth was complicated, and much like the relationship between her parents, it was shrouded in a silence that Halsin was rarely -if at all - willing to break. This constant secrecy amplified the emptiness left by her mother, and it would become, later in life, a void for Asra to fill with the knowledge as to why she was left behind. However, despite this, she had a childhood of relative happiness and carefree ease, surrounded as she was by the love and affection that the rest of the Silverbough Clan was willing to provide to the their youngest. Her early years were spent listening to the Elders’ stories and her father’s own teaching on Druidic knowledge, which continued well into her teen years. But while she enjoyed listening, Asra was an active elf with an even more active mind, and she enjoyed experiencing life way more than just learning from books or midnight stories.
So, whenever she could, she would sneak away from Grandma Silverbough to stay with her father and take care of the ailing animals under his care or, when that was not possible, she would climb high up the trees of the High Forest and spend time observing the owls that slept up in the higher branches. For reason she could never explain, she enjoyed being as close to the sky as possible, something that would later influence into choosing the Owl as animal to shape-shift into. Oftentimes, she would go so far up in the branches that her father Halsin could not retrieve her and it would fall on Quirora Evenfall, the Head Sentinel of the Rangers of High Forest to retrieve her and bring her back safe and sound in her father’s arms.
Quirora was fond of Asra and her persistency, and she actually liked the child’s spunky personality and her stubbornness in wanting to learn as much as she could; so, when, as a teen, she would start following her and rangers during their round of surveillance around the High Forest borders, she would allow Asra to follow by, on the condition that she was to be as silent as a flying owl - a task that would prove a challenge for Asra, considering her curious personality and her never-ending need to question everything, but a challenge she would tackle with patience and effort.
The rangers took some convincing in having an untrained half-drow following them around, but would eventually change their mind and actually find entertainment in dusting off ancient elven knowledge to pass down to the young girl, such as scouting, how to visualize potential dangers, following trails, how to trap a fey being and stop them from teleporting etc. Quirora and her squad were also the reason why Asra became set on learning how to use bow and arrows and would later become her weapons of choice.
Thriving under the care and devotion that her father, Quirora and the Rangers put into her upbringing, Asra would prove to be a brilliant young elf, with keen eyes that noticed everything and a boisterous and commanding personality- she would often take the lead while playing with other elves, and if an injustice were to occur, she was not afraid to brawl even with older kids to defend her friends.
But even as a teenager first and then as a young adult, Asra was restless, as in body so in spirit and with constant thoughts of her missing mother always in the back of her mind, something she often vented about with Quirora, when her father would not open up to her. Quirora would actually take Asra’s troubles to heart, because she could see how much this was weighting on her young soul, and being a follower of Sehanine Moonbow, the Elven Goddess of Dream, she spoke with Halsin about this and the possibility of at least ease Asra’s inquietude through dreamscaping.
Halsin was aware of the turmoil in his daughter’s heart, just as he was aware of how dangerous would it be for them both if Asra was ever to get close to the truth, and that weighted on his shoulders: on one side, he wanted for Asra to find closure; on the other, he didn’t want her to see put in harm’s way.
Eventually, he would agree with Quirora to initiate her to the ways of Sehanine.
So, it was finally under Quirora’s guidance that Asra discovered the ability of dreaming granted by Elven Goddess to her followers and how, through dreaming, there was the possibility of unveiling and discovering much that was hidden to the conscious eyes.
Asra put all her efforts into learning how to sleep and dreamscape, following the path of the Circle of the Dreams as a Druid, and started travelling through worlds guided by the pulsing necklace around her neck - one of the two mementos left behind by her mother- finally excited at the prospect of finding some answers to all the questions that were crowding her mind day and night.
What she didn’t realize when she decided to follow the path of the Circle of Dreams and therefore accepting, she made herself vulnerable to the Feywild influence and its inhabitants, for better or worse, and that inexperience in looking and manipulating others’ dreams had a great cost. Infact, while she actually managed to met her dearest friends through her dreams - Hiraeth of the Seelie Court - she also inadvertently caught the attention of another powerful being while roaming through his dreams, a being that would become both a fear and another obsession of hers: The Stag King
Most Treasured Possession: Asra is not one to keep material belonging in high regards; however, she has three items that are immensely dear to her: the magical shawl her father had used for her ever since she was a baby, a shawl that seemed to protect her against the sun and provide her with warmth whenever she needs, and that never seemed to tear and wear, despite being over 200 years old; a shards of never melting ice that she keeps tied around her neck, and that seems to emit a strange feeble pulsing sound; and lastly, a dagger in cold iron that Hiraeth gave her to protect herself against the Stag King, if the need were ever to rise.
Sexual and/or romantic situation: Much like her father, Asra is polyamorous, following her heart as nature’s intended. However, after the events of Elturel and the arrival of the tieflings refugees at the Emerald Grove, Boisterous Asra found a kindred soul in Rolan, whom she cares about dearly, despite the constant bickering and his ego being bigger than anything she had ever experienced. However, ever since she started exploring the Dreamscape, in hope to find her mother there, she had been haunted by the Stag King, who seemed to have a keen interest in her. If that interest is reciprocated by Asra, even she is not entirely sure.
Favourite place in Faerûn: Her most favourite place is most certainly the High Forest, where she spent her entire childhood, surrounded by her father’s family. Ever since only her and Halsin were all that remained of their family, she makes a point to try, at least once a year, to travel to Grandfather Tree and give them her respects. She missed them a lot, but she bears it for her father’s sake. Other than that, she enjoys being in the woodlands, surrounded by trees, but she never disdain spending time with Hiraeth in the Dreamscape, the only place where they can actually meet and catch up with what they have been doing. What makes them happiest: Sitting by the campfire at night and listening to her father’s old stories about High Forest and the time their family lived there. She particularly loves to listen to her father’s childhood stories, and about all the time he got himself in trouble for not listening to their elders (something she would jokingly use against him when he admonishes her for not listening to his advices). The few times that her father would open up about her mother and give her some crumbs of information about her were also moments of rare happiness she held dear within her heart. What makes them angriest: Discrimination of any kind. Seeing how she would be a victim of it due to her Drow heritage, she was absolutely furious in the way the Emerald Grove Druids were acting with the Tieflings Refugees from Elturiel, to the point that it came to a physical fight between herself and Kagha. She had to restrain herself when she suggested to kill Arabella for stealing the Idol of Silvanus, but she never came closer to breaking someone’s face like she did in that moment. When her father Halsin banished her from the Grove, she felt a triumphant spite she hadn’t felt in years. What makes them laugh: Who, rather than what. But the one that makes her laugh the most is Azriel and her flamboyant way of always narrating her adventures and her sentimental woes. Asra cannot help but laughing at all the hilarious - and embarassing - situations her parents and siblings put her through.
Biggest secret: Despite her father strongly advising not to look for her mother, due to how dangerous that would be for both of them, Asra has been secretly trying to look for her ever since she decided to partake in the teachings of the Circles of Dreams. One night, while scouring the Dreamscape during a particularly deep meditation, she bumped into something she never bumped before, and felt something against her soul, like the soft brushing of a pristine heron’s feather, but before she could investigate it any further, she got spooked by an apparition of hellfire and the strong smell of brimstones. It made her wake up scared out of her wits, to the point that Halsin as well had to intervene to calm her down and help her anchor her thoughts. What she saw would keep her away from the Dreamscape for sometimes, and this caused for Stag King to become irritated and prompted him to seek her out in the Material Plane - adding to Asra's troubles. However, stubborn as she was and despite the scare, the fact that she found finally *something* prompted Asra to strengthened her resolve to find her mother. Obsession: Asra is not entirely different from either her parents, and when she sets her mind on something, she will see it through, no matter what. Two thoughts are ever present in her mind, never leaving her alone: finding out why the Stag King seems so keen on wanting her attention, and finding her mother. Asra loves her father Halsin dearly, but she knows that his reluctancy in talking about her mother and the strange letter that she left when she abandoned them hide way more than what it’s written in between those words.
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*rubs hands together*
SO.
I AM FINALLY DONE WITH ASRA'S PROFILE, AND OMG I SUPER INTRIGUED BY IT ALL TBH. I have kinda reconnected something from what I wrote a few months back, because I actually managed to make it work as I wanted, timeline-wise (and Jacob's existence was kinda the reason I was able to retcon and have Asra's story evolve this way).👀👀👀
I am starting to interwoven all my OCs' stories, in one way or the other, and dearest Asra here is fascinating me with how connected she is to the others👀👀👀.
Well, I hope you will like this and the infographics I did for her!!
Now I am working on Hiraeth's one, and hopefully they will be ready soon!
--Nemo
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template by @arcandoria; abridged profile template by @lairofsentinel)
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yeetmeoutthewindowdaddy · 3 months ago
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A deep dive into Zevlor's devotion (Part 3) Zevlor's actions during Act 1, an analysis of a man who is barely holding on:
THIS POST CONTAINS SPOILERS FOR BG3.
These series of posts were originally one loooooong post— but apparently Tumblr has a character limit, and I found it; so now it's been split into several parts/posts.
(Part 1) Everybody hates tieflings, and how discrimination impacted a young Zevlor.
(Part 2) Elturel's history and culture, the Hellriders, and Zevlor's paladin oath. (Part 2.5)
((Part 3, this post, is where the meat a good chunk of my Zevlor analysis is.))
(Part 4) Zevlor's actions during Act 2, an analysis of a broken man.
(Part 5) Zevlor's actions during Act 3, an analysis of a man with his faith restored.
(Part 6) Zevlor's actions during/ after the epilogue, not all endings are happily ever after— especially not for a tiefling.
(Part 7) Zevlor in a romantic relationship.
I don't think many bg3 players understand just how dedicated and loyal of a person Zevlor is. This ADHD hyper-fixation fueled multipart-thesis is meant to show how Zevlor's past is as tragic as any of the origin characters'/ Durge's. It's meant to show how horrifically broken Zevlor was when he "betrayed" the other tieflings. It's also meant to show that our beloved blorbo would probably be fervently obsessive if he was in a romantic relationship.
Most importantly: It demonstrates how our favorite man Zevlor was most likely a fanatical religious zealot my dudes. He was (probably) a part of the Faerûn equivalent of the Spanish Inquisition lite.
I have kept this as factual as I am able to. Please keep in mind that Baldur's Gate 3 plays it fast and loose with the DND/ Forgotten Realms canon and lore, on top of DND/ the Forgotten Realms itself regularly disregarding and changing it's own lore and canon. DND lore and canon as a whole is a mess. It has multiple universes that sometimes interact and are maybe separate from each other. Full disclosure; I've mixed 1e-5e lore together FUCK 5.5e, because parsing through what is currently considered canon is a nightmare. As far as I'm concerned, as long as a piece of lore was canon at some point in the past 50 years— it's fair game. @y-rhywbeth2 in this post has a more in depth disclaimer. Also please check out their headcanons and lore breakdowns, they're so good.
THIS PROJECT TOOK ME OVER A MONTH TO WRITE. I've tried to find all grammatical and spelling errors. I've tried to ensure that I've cited the correct sources in the correct places.
Before reading this way to long post please look at itsclydebitches analysis on Zevlor. [Alt] Which provided me with so much insight to his character and kickstarted my obsession with him. Also, @itsclydebitches puts ideas into words better than I do.
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● (Part 1) Zevlor before the events of BG3:
Here is what we know, for sure, about Zevlor:
Zevlor is a tiefling.
Zevlor achieved the rank of commander in the Hellriders.
He survived the city's fall into the Hells.
He was a paladin.
He does not have Darkvision.
Finally, here are the headcanons I have cobbled together based on the available albeit often times conflicting information I have gathered: (Hard facts are in green, everything else is speculation on my part.)
The youngest I would put Zevlor at is his mid 50's. The oldest I would put him at is his late 60's.
So this means that he was approximately 5-15 years old during the vampire crisis. Mentally, these are very formative years for a person. It really isn't a stretch of the imagination to assume that this, along with the miraculous appearance of the companion, set young Zevlor on the path to becoming a paladin and a Hellrider.
There aren't many elderly Hellriders around because most die in the line of duty. To have survived into his old age is a testament to Zevlor's skill, dedication, and luck divine favor.
(AN: In Zevlor's Sleep Stories, "A non-profit project created for and run by fans of Baldur's Gate 3 and its characters.", in episode # 8 - Oathsworn Glenn McCready, the official VA of Zevlor, (I only point out that the stories are narrated by the official VA because I think it's really cool that he and the fans have collaborated on the project. It is not meant to imply that him narrating the project means he has any opinions on how Zevlor is depicted in them, nor is it meant to lend any weight to the Sleep Stories being regarded as canon. Please check it out, it's an amazing project.) narrated a story in which Zevlor was stated to be 10 years old when the Companion first appeared— making Zevlor ~60 during the events of BG3. Zevlor's Sleep Stories is NOT canon, but I'm going to view this one story as canon in my heart; unless/ until Larian releases content/ info that contradicts it.)
This post [alt] by @nightmarist and @space-blue with contributions from @haru-sen is a wonderful source for some history of Elturel, how the Hellriders and Zariel are connected, how paladin's and their oaths work, and an analysis of how being exiled from Elturel changed/ impacted Zevlor's oath.
Zevlor would have had to devote himself 3x more than a non-tiefling Hellrider would've:
Hellriders were held to a high moral standard in a city that already had strict moral codes of conduct.
The Order of the Companion members took the Hellriders dedication a step further by swearing an oath to the city on a god.
Zevlor would have been under intense scrutiny for the crime of being a tiefling. For him to have made the rank of Commander despite this means that he proved, beyond a shadow of a shadow of a doubt, that he was devoted to protecting Elturel.
For added angst I like to headcanon that he had only achieved the rank of Commander a few tendays before Elturel fell into the Hells. And that it took so long for Zevlor to achieve the rank of Commander because he was rejected for promotions in favor of someone who wasn't a tiefling, even if they were less suited for the job than Zevlor was. And that if he wasn't a tiefling then he would've become a commander many years earlier.
Which means that for the entirety of his adult life Zevlor wholly devoted himself to being a Hellrider. He had to forsake everything else, being a Hellrider was his life's purpose.
That level of dedication cannot be faked or forced. He truly believed in being a Hellrider and what the Hellriders stood for/ represented.
And he was thanked for his years of unyielding service by being
● (Part 2) Banished from Elturel:
Zevlor's years of service, his countless sacrifices, and unwavering dedication to the protection of the city and its inhabitants meant nothing to the people of Elturel after the city was returned from the hells. Tieflings looked like the devils that had tormented them in hell (nevermind that the tieflings were also subject to the abuse from devils) and as such they were blamed for the city's Decent into Avernus.
"Many if not all the city's tieflings were exiled from the city, thanks to a new wave of misplaced fear and newly-formed prejudice."
This hatred from the people he loved so dearly didn't lead to Zevlor breaking his oath, it shattered Zevlor's very faith itself. (FFS, I can't find a clip of the Narrator describing Zevlor's time in/ just after Avernus when you click on him when he's in the mindflayer pod in Act 2. Please just trust me on this one.)
Zevlor didn't break his oath, it was broken for him. Hellriders swear to "Serve the realm of Elturgard, and defend the city of Elturel body and soul.", and he was forced to abandon the city.
Earlier in this series I had mentioned how exiled Hellriders were stripped of their gear before being cast out of the city. Zevlor, and the other tiefling Hellriders at the end of the game, still have some of their Hellrider gear. [alt] This makes me think that the other Hellriders refused to completely strip their tiefling family members of their gear because they did not agree with the city's bigoted decision. Letting them keep their gear would have been a subtle hint (and resistance to the city's authority) that the other Hellriders still considered their tiefling comrades as fellow Hellriders.
Whether the exiled tiefling Hellriders were still considered members of the Hellriders by the remaining Hellriders or not, Zevlor was now a
● (Part 3) Refugee:
But Zevlor still had a purpose, he and his fellow banished tiefling Hellriders swore to defend the civilian refugees on their journey to Baldur's Gate.
Tilses, and I assume the other Hellriders, still referred to Zevlor as Commander, and still considered him a Hellrider. She believed that no one could revoke their membership to the Hellriders, but Zevlor did. "They can [take away our Hellrider membership], and did. Avernus changed things — best we get used to that." - Zevlor
They were attacked multiple times on the road, and they had many casualties, and so Zevlor carried on as he always had— as a paladin sworn to protect his people. The refugees and the other, younger, Hellriders needed him to be a strong leader with unwavering faith, so that's what he was— but it was all an act. An act that got harder and harder to keep up as the days wore on and the rations, and survivors, dwindled.
But then they stumbled upon a possible salvation,
● (Part 4) The Emerald Grove:
They were welcomed in with open arms by the Archdruid Halsin. For the first time in who knows how long the refugees could rest. Sure, most of the other druids seem to barely tolerate the tieflings— but the Archdruid had made his position on their continued sanctuary within the grove clear.
And then the Archdruid Halsin went off with a set of very inexperienced and racist adventures, leaving a woman who could barely hide her contempt for the refugees as temporary Archdruid. Which should have only been for a few days at most, Zevlor knew he could play nice long enough to placate Kagha until Halsin returned, it was fine.
But Halsin didn't return, because he'd been kidnapped. And worse, Zevlor find this out because those inept adventures brought a pack of goblins right to the gate of the Grove.
I think the goblin attack was when Zevlor truly began to crumble. He would've been overwrought with guilt and self-doubt. Had he not spent ~20 seconds berating and interrogating Aradin over leading goblins straight to the Grove, and instead used that time to open the gate, then Kanon's death could've been avoided.
Worse still is that he ordered a man who wasn't wearing any armor to open the gate. Zevlor blames himself for Kanon's death, and he would mentally self-flagellate himself over his own cowardice: How he, a Commander in the Hellriders, took cover while Kanon, a tailor by trade, bravely continued opening the gate while the goblins were firing arrows at him.
After a hard-fought battle, the goblins are defeated. Then Aradin swaggers in acting as though he didn't just do a profoundly stupid thing by leading the goblins straight to defenseless citizens. Not only that, the uppity shithead Aradin blames Halsin for getting himself kidnapped. And then Aradin strikes a nerve, calling Zevlor a coward (and a slur). I think that Zevlor is already contending with his own guilt from thinking that he himself acted cowardly. For Aradin to call him a coward, on top of all the other stupid shit he's been spouting off, is too much to bear, and Zevlor's rage/ self-loathing is about to erupt into violence.
Luckily, the group of actually competent adventures who arrived and saved the day also managed to diffuse the tension between Zevlor and Aradin.
Or not. Leading to Zevlor punching the overtly racist idiot.
Punching Aradin (acting on his inherent desire for violence*, specifically) is something that I believe is wildly out of character for Zevlor. Aradin isn't the first mouthy prick he's come across, and if Zevlor had responded with violence to all of them then he wouldn't have been able to become a Commander. The stress Zevlor's been under has finally boiled over, and now that he no longer considers himself a Hellrider (and is constantly in survival mode trying to keep himself and the other tieflings alive), keeping a tight lid on his anger isn't something he really cares about anymore.
*"Tieflings also had access to an ability known as infernal wrath, which channeled their innate rage and potential for evil into their attacks for added effectiveness."
I cannot emphasize enough how much self discipline and restraint Zevlor has. His infernal heritage in combination with the overt discrimination he has undoubtedly faced his entire life, plus a healthy dose of pride, are a vicious cocktail of honestly justified anger issues. (AN: Based on him having more physical infernal features than the other tieflings do [alt] I headcanon that he possesses a temper closer resembling a devil's than the less infernal-looking tieflings do.)
Zevlor has been unchained. When it becomes clear that diplomacy won't work Zevlor tells the player that Kagha is their main obstacle, and that without her influence the other druids may see sense. The way he phrases this sentence allows Tav to "read between the lines" and see that Zevlor is open to killing Kagha, while also giving himself plausible deniability. Zevlor didn't suggest murdering Kagha, Tav did. Zevlor is "still hoping that Kagha can be swayed from this madness.", but if not... well, surely Tav understands how "Leaders need to make tough decisions. We do what we must."
Notice how slyly he phrased that— "we", subtly putting himself and Tav in the same category/ on the same team. But most importantly he never outright says to Tav "I want you to kill Kagha", it's implied. His 17 charisma and years of politicking around racism and red tape really shows here; because if shit goes south and Tav fails in their assassination attempt then, even if he has ingested a truth serum, Zevlor can honestly tell the druids that he never asked Tav to kill Kagha. If Tav doesn't suggest killing Kagha then Zevlor doesn't bring it up, and instead asks Tav to take out the goblin camp leaders.
(I am only citing this one dialogue tree option. There are more dialogue tree options, but I can't find videos of them and I am currently unable to play BG3 to explore the different options myself.)
Zevlor is proficient in using manipulation tactics and his knowledge of psychology to garner his preferred outcome. To be clear— I don't think he would have acted in such an underhanded way before being exiled, but desperate times call for desperate measures. I do think that pre-descent Zevlor was no stranger to using manipulation/ his psychological insight to achieve his goals, he would've had to because of the prejudice he faced, but it would've been used for more benign reasons (such as being treated with basic respect instead of open contempt).
(AN: Manipulation in and of itself isn't inherently bad, we all use manipulation to some extent in our day to day lives. So long as they are not abused little white lies and benign manipulations, along with having/ using tact, allow society to smoothly function. Like how saying "Please get me a glass of water." is perceived more favorably, and is more likely to convince a person to get you a glass of water, than "Get me a glass of water." Saying please is considered polite, and people are much more likely to acquiesce to a request if someone is polite. 'You catch more flies with honey than with vinegar.' Or how you might wait until after someone has eaten to ask them for something, because they're more likely to agree to your request when they're not hangry.)
Zevlor was once a very proud man, and he had every right to be— becoming a Commander in the Hellriders is a remarkable achievement. Becoming a Commander in the Hellriders in the face of profound discrimination? Nothing short of a triumph. The Zevlor we meet at the Grove is a shadow of the man he used to be. The fall into Avernus and everything that happened after it has sucked most of the life out of him.
We still catch glimpses of the proud Hellrider Commander with the power of god and anime on his side that Zevlor once was. This post [alt] by @dimmadoome demonstrates not only Zevlor's pride, but his infernal temper and possessiveness (which I will cover in a different post). Listen to his speech here. This is a man who has lead his fellow warriors into battle. A man who fought for what he believed in and refused to give up even in the face of insurmountable danger. You can see the hell fire in his eyes blazing bright with righteous fury.
And then there's the speech he gives after defeating Minthara. Note his emphasis on the tieflings being not just survivors, but family. When he says 'family' he has a proud, gentle smile. (His high charisma and experience with giving rousing speeches may be the only reason why his mien changes during this part of his speech, but I think he's being sincere.) If you start that video from the beginning you can see him take a moment to collect himself because he's exhausted, but he knows his people need him to be a strong unflappable leader.
(Did you catch how he quickly pivots from hauteur "Tymora smile on me." to deference "We did it. You did it."? Manipulate, mansplain, malewife the hell out of them Zevlor.)
This portion of the video highlights Zevlor's loyalty to his comrades in arms. He calls Tav family— remember, Hellriders are extremely loyal to one another (and tieflings are very loyal to those who prove themselves trustworthy), this is how he behaved towards all his fellow Hellriders before he has cast out of Elturel. His faith is still broken, but Tav/Durge/Origin has reignited a glimmer of hope in him.
I think this is the only time I've ever seen this poor man actually relax and smile. But then he immediately goes back to looking pensive and walled off. I may be delulu and reading too far into things, but I don't think this is merely his character model returning to its default— I think it demonstrates exactly how Zevlor has been living for years: Silently admonishing himself for letting his guard down and his control slip. Desperately wanting to let go and forget himself and his propriety for a while but being unwilling, possibly unable, to do so.
That being said he does somewhat relax at
● (Part 5) The Tiefling Party:
There isn't a lot to say here. Zevlor isn't imbibing (much) to ensure that he keeps his wits about him— both so that he can supervise the people who are partying, and keep watch for potential threats. Even though he's not partying, Zevlor is elated to see the tiefling refugees smiling and relaxing. He knows that the journey ahead of them is fraught with danger/ trials and tribulations. He even looks the other way when his people spike the punch to make purple drank.
In Early Access to thank Tav for saving them Zevlor made a (bugged) light show where every light in it represented a life that Tav and Co. had saved. The party is the last time Zevlor is happy and hopeful before everything falls apart, as we will see in the next installation of this series: (Part 4) Zevlor's actions during Act 2, an analysis of a broken man.
Here's a link to the master list for this series.
Thanks for reading!
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alpaca-clouds · 11 months ago
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The DnD Lore Problem - Accessibility and Characters (and how BG3 might not help)
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You know what? I am gonna talk about DnD Lore and the accessibility of that lore. I talked about this exessively before. But to summarize that long blog very shortly:
Wizards of the Coasts currently makes the mistake of putting basically most DnD Lore behind a paywall, rather than offering official ressources. This leads to a lot of tables actually playing with their original worlds, rather than Toril/Faerûn, which in turn also means, that they are not spending money on official products. While my anti-capitalist ass things that the lore should be accessible just so that people can enjoy it, I also think that this inaccessibility actually costs WotC A LOT OF MONEY.
Today I want to talk about another aspect of this inaccessibility, that is kinda linked to some of the stuff I talked about before, but also is linked to the things WotC is currently not doing in terms of both Honor Among Thieves and Baldur's Gate 3. A thing, that also might not quite work with BG3, though.
See, the core problem of this inaccessibility is, that a) there is no official place where you can just get base information about the world and the timeline, b) this world has grown organically for about half a century, which lead to clutter, but also to the fact that things are at times showing their age.
I might actually make a post on the gods and religion in the world at some other point - but for now let me talk about something else: Extended universes and access points.
The Problem with Extended Universes
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Okay, let's talk about how a lot of the big franchises for the longest time have told their meta stories - including DnD - and how it kinda struggles to find its audience. The extended universe.
I am frankly not entirely sure what franchise has started this. I am assuming it was Star Trek? But that is just a guess. But at some point in the 60s oder 70s someone had the idea that: "Hey, we could totally give the fans more to chew on by making official tie-in comics and novels!"
And that was how it worked for very long. Like a lot of the big franchises had at times around 10 novels and comics (if not more) releasing per year that would just explore other parts of the universe and allow the very engaged fans to... well, learn more about the world. Now, I am not going to talk about all the drama connected to the Star Wars stuff, but if you know, you know.
DnD did this too. (As did a lot of the big TTRPG systems, like Shadowrun and WoD as well.) Having a lot of tie in stuff - in the case of DnD mostly novels - that told more stories on the world and also established like some big player characters within the world. Elminster Aumar is probably one of the best examples here.
Those established some characters that play a big role within the world and also told just more stories of those big world changing events. In the recent DnD history that would be stuff like the Time of Troubles, the Spellplague and the Second Sundering.
Now, here we have one big issue. And one issue where I am not entirely certain where it arose from. But the fact is: In recent years, people invest way less into those kind of books. This is just a fact.
It is the reason why those big universes went from publishing like ten novels a year to often not more than three. We saw that in the failure of the extended Universe Disney tried to pull off for Pirates of the Caribbean (though I will still maintain that another big problem was that they barely marketed that at all - hi, everyone, who did not know there were extended universe novels for PotC). We also saw that with League of Legends, who really, really tried to tell a lot more stories with short stories and then also some novels set in Runeterra, before finally giving up, because most people didn't care.
In terms of Dungeons & Dragons I can totally see that a lot of people will also say: "I do not care what some other people's characters do within the world." Buuuuuut...
Stories actually can help you understand the world. Which brings me to...
The Elminster Problem
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Okay, I do not know how to put this, but... If you look at the novels coming out for DnD literally half of them focus on either Elminster Aumar or Drizzt Do'Urden. Characters that have pretty much been around since the very beginning and. Look, I don't know how to put it but... It shows.
I am currently reading some of the newer novels and the fact is, that they do not really feel like fantasy books from the 2010s and 2020s. Because Elminster and Drizzt are very clearly characters originating in a very different time when stories were told very differently.
I mean, just look at Elminster. He is a wanna-be Gandalf character. He is from the early, early days of fantasy and... Look, I personally just really am unable to identify with a character like this.
And while Drizzt is a bit better as a character, but even he... How to put this delicately? They are both very much characters written by white cishet men for white cishet men. There, I said it.
I am noticing this a lot with reading Salvatore's books currently. Like, female characters are not overly sexualized, which is a plus. But they also very much exist most of the time in service to a man or at least in relation to a man. There is not a lot of female characters running around that have their own agency.
Which kinda leads to another thing. I actually saw this one brought up by one of those very cliché nerdy Youtube channels talking on DnD, who recognized the problem as well: There are basically two large groups of DnD players who barely intersect. One is the cliché nerds, the other is a largely queer and largely diverse group. And the youtube guy, who was very in the white cishet nerd group, suspected that actually the later group makes up more of the player base by now.
Buuuut... that is also the group who really do not get catered to by the canon lore so far. That was until 2023 with DnD:HAT and BG3 - both catering actually a lot to those groups.
Honor Among Thieves and the undermarketed books
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Okay, here is the thing: Honor Among Thieves had two novelizations (one for young readers, one for older readers) and two tie-in novels. One featuring Edgin, Holga, Forge and Simon before the stuff with Sofina went down. And the other featuring Simon and Doric taking place at the time while Ed and Holga are in prison.
I am honest: I really, really liked the Ed and Holga novel. It was super cute and charming and really gives a better understanding of the characters.
But of course once again there is the thing: The books - just like the Pirates of the Caribbean books - were super undermarketed. Like, most people I know off do not even know that there were books released. Heck, even within the actual active fandom there are again and again people who will be surprised that those books exist.
And... I actually also think that the books waste one big ass opportunity, by not at all tying into the broader lore. They are super self-contained.
And that is actually just a waste. Because the place were Edgin lived in? Yeah, that place was super affected by the Second Sundering. Heck, that might have had to do something with his troubles.
Why is that an issue? Well, because... there was not a lot going on there that was inviting you to further interact with the world and learn more abotu what is happening. For once, again, because I think it is a super fun and interesting world. But also, because... WotC wants to make money and is so bad at it, that it really boggles my mind.
See, here is the thing: They could've used those characters - that really are fun and sympathetic characters - to create an accesspoint into that world.
Alright, so what about Baldur's Gate 3?
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Which brings me to Baldur's Gate 3 and the thing that a lot of people have noticed: The other Baldur's Gate games - as well as some of the other games releasing around 2000 - had their own tie-in novels going into the characters, their background, but also what they were doing in the future.
Something that so far BG3 has not done, which some fans have already critized. Because a lot of people have actually gotten really invested into those characters. A lot of the kind of people especially who so far are underserved by a lot of the tie-in stuff: Queer and generally diverse audiences.
Like, I think there would be a lot of people, who totally would read a novel, about...
Astarion getting drawn into some sort of political intrigue in Baldur's Gate while serving Cazador
Karlach's time in Avernus
Some Adventure Wyll got dragged into while being the Blade of the Frontier.
Shadowheart going onto a mission for Shar (maybe together with Nocturne)
Whatever Gale was doing during the Second Sundering
Lae'zel's youth among the Githyanki
The Dark Urge and Gortash starting up the entire conspiracy
... whatever Halsin had been up to in his long live
Heck, people would eat that stuff up. And you could not only use it to worldbuild but also once more create some access into the world and what happened there. And they are kinda wasting a lot of potential by not bringing out those novels.
Of course, there is one big problem: BG3 makes it kinda hard to write about anything happening after the ending. Because as it is right now, someone is gonna be pissed if a novel set after the game does not go with the decision for a character they go for. Like, Ascended Astarion fans are gonna be pissed, if they go with Spawn Astarion - and the other way around. Same goes with every other character where you have those big decisions happening.
This is something they will have to tackle eventually if they plan on doing something with the characters in the future (no matter if we are talking Larian or WotC), but it is definitely an issue that just arises from the structure of the game.
Bonus of course is, that you just cannot define a canonical Tav. But without a Tav, you also gotta act as if the story of the game happened without a Tav, which still is not ideal. I am honestly not sure with how they are gonna deal with this on the long run.
Access via Characters
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Alright, but what is the actual issue here?
Well, basically there are two hurdles to overcome for the accessibility of the lore. The first is the physical accessibility - aka, what I talked about in the last long blog post. The second meanwhile is more related to making the lore engaging. And that happens through characters.
It is for me what happened last year. I actually tried to engage with the lore as the movie came out - but only when BG3, that tied a lot more into the actual lore was released I actually found proper access to the lore. Because I had concrete things I could now look for because the game hinted at so much both through characters and major story events happening.
Here is the thing: If you just have the lore on its own, it is about as engaging as reading a history book. Sure, as your local history nerd I find reading history books fun, but most people really do not want to read a history book to engage with a hobby.
People will however engage with stories and characters that interest them. Which is where we get back to the thing I talked about at the beginning: Right now most canonical novels and stories still cater to an audience that is male, cishet, white and also, let's be frank, definitely over 30 years old. Leaving behind a lot of potential fans that theoretically make up a big part of the player-base, but actually do not engage a lot with the lore for this exact reason.
Look. DnD right now is fairly close to being an actual mainstream hobby, due to the recent proliferation of formerly nerdy stuff. And yet WotC is bleeding money, especially in regards of DnD.
If you ask me, sure... DnD should go into public domain. But it doesn't. And given that there are so many creative, skilled people working on this - no matter how dumb Hasbro is and how shitty of an employer they are - I actually do want them to succeed. I have really become engaged with this world now. And I think it is a pity that they clearly do not know how to market this stuff.
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