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#karlach correspondences
crimsonsongbird · 2 months
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KARLACH
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Correspondences: Fire, Passion, Love, Willpower, Strength, Anger, Healing, Journey, Travel, Freedom, Longing, Lies, Entrapment, Courage, Kindness, Acceptance, Vulnerability, Transformation, Hope, Goals, Betrayal, Life, History, War, Fighting, Death, Escape, Resistance, Confidence, Protection, Machines, Metal, Engines, Honesty, Empathy, & Home
Herbs/Plants: Fire Lily, Nettle, Rose, Cinnamon, Birch, & Ash
Crystals: Fire Quartz, Red Agate, Carnelian, Garnet, Citrine, & Hematite
Elements: Fire & Air
Celestial Body/Planet: Mars
Numbers: 1, 2, & 7
Scents: Oil, Fire, & Metallic
Candles: Red, Black, & Grey
Magic Types: Fire, Protection, Shielding, Overcoming, Hex Breaking, Curse Lifting, Banishing, Self-love, Cord Cutting, Courage, Acceptance, Transformation, Healing, Mechanical, Metal, Confidence, Travel, Goals, Hexing, Cursing, Return to Sender, Honesty, Empathy, & Passion    
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truly-sincerely · 6 months
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Even More Comprehensive BG3 Timeline
(Now with citations!) Years in (paren) are confirmed, all other lines are approximations. For my own sanity this timeline is based on available in-game information and not the Forgotten Realms at large.
1450s
Enver Flymm born
Gale Dekarios born (1457)
Enver Flymm sold to Raphael by his parents, renamed Gortash
Gortash learns about Crown of Karsus while a prisoner of Raphael
Karlach Cliffgate born
1460s
Gortash escapes the House of Hope
Gale Dekarios summons Tara the Tressym (1467)
Wyll Ravengard born (1468)
1470s
Lae’zel of K’liir born (1470)
Gortash in his Heapside Reavers period
Gortash rebrands as a black market arms dealer
Orin the Red born to Helena and Sarevok Anchev
Durge begins their serial killing spree in Baldur’s Gate (1477)
The Emperor dominates Duke Belynne Stelmane (1479)
1480s
Elminster resurrects Mystra (1480)
Gortash trades Karlach to Zariel for infernal machines & iron (1482)
Baldur’s Gate’s Beloved Ranger statue goes missing (1482)
Duke Abdel Adrian murdered during Returning Day speech (1482) - Bhaal resurrected - Ulder Ravengard replaces Adrian as Marshall and as Duke
Orin kills her mother Helena in self-defense
Gortash recruits Franc Peartree to distribute infernal iron weapons
Gortash establishes a cult of Bane in Baldur’s Gate
Gortash approaches Durge about an alliance
Gortash moves against the Zhentarim & Knights of the Shield
Ulder Ravengard named Grand Duke
Wyll Ravengard pact with Mizora, leaves Baldur’s Gate (1485)
Dead Three made aware of the Crown of Karsus (most likely informed by Gortash)* - Gortash becomes Bane’s Chosen - Durge becomes Bhaal’s chosen - Gortash & Durge are instructed to recruit Ketheric
Gortash tells Durge about Crown of Karsus (via correspondence)
Hall/House of Wonders test mission* - Durge gets Bhaalist memorabilia - Gortash gets a bunch of Gondian designs - Durge & Gortash get companionship
1490s
The Chosen visit Ketheric at Moonrise, learn about Illithid colony
Gortash & Durge visit the House of Hope (for intel on Mephistar?)
Gortash & Durge raid Mephistar - They get the Crown of Karsus - They get the book on the accelerated grand design
Gortash captures the Emperor
Gortash & Durge return to Moonrise - Their identities are kept secret from Ketheric’s people - Durge impresses the Moonrise Gnolls, but not Steelclaw - Ketheric yells at Durge in the throne room for an unknown reason
Durge proposes their plan to the Elder Brain who accepts
Raid on the illithid colony (1491) - Durge puts the Crown on the Elder Brain - Orin gets Durge alone during the raid & stabs them in the head - Orin tadpoles Durge, making them the first True Soul - Orin declares herself the Chosen of Bhaal
1492
Durge is found by Kressa Bonedaughter
Minsc captured by Absolutists at a recruitment rally in the Undercity
Gortash gets weird and intense with unethical experiments - Some futzing to get the tadpoles to consistently remain in stasis - This is when the name ‘True Souls’ gets coined - Extremely questionable fun with brains - Getting the Absolute’s voice sorted out - Tadpoling his parents - Poorly conceived experiments on children & their parents
Gortash has Iron Throne converted to hold hostages
Gortash presents prototype Steel Watcher to the city council
Jaheira tracks cult to shadow-cursed land, meets Isobel
Minthara Baenre is 'recruited' by Orin and Ketheric
The Descent, Elturel fall into Avernus happens
Duke Vanthampur revealed as a diabolist, killed by adventurers
Guild Bursar Uktar launders money for Gortash’s Campaign funds
Isobel is resurrected by the Dead Three
The Elder Brain sends the Chosen dreams about the Astral Prism
Gortash researches the Prism, finds out that Vlaakith has it
Gortash tasks Ketheric with sending a team to get the Astral Prism - They send a nautiloid piloted by the Emperor and other illithid - The Elder Brain lets the Emperor slip its leash - Magthew Budj arranges for Durge to be on the nautiloid as well
Gortash deploys Steel Watch in Lower/Outer City
At this point Elturel is no longer in Avernus
First Druid Halsin captured by goblins
Nautiloid picks up Shadowheart & the Prism from Astral Plane
Nautiloid picks up Lae’zel
Nautiloid goes to Baldur’s Gate, picks up Gale & Astarion
Nautiloid goes to Avernus, picks up Karlach & Wyll
Nautiloid crashes, (20 Eleasis, 1492)
Some helpful links:
A page from Sarevok’s book: Sarevok - (Murder tribunal)
Accelerated Grand Design: Gortash - (Gortash's Office)
An Offer: Gortash - (Peartree basement)
Aquatic Labor: Gortash - (Flymm’s Cargo Basement)
Baldur’s Gate Temple of Bhaal: Yanthus - (Gortash’s Office)
Balthazar’s Notes: Balthazar - (Necrotic laboratory)
Clasped Book: Balthazar - (Balthazar’s chambers)
Devil’s Fee Observer’s Report**: Himberloo - (Nine-Fingers’ office)
Elder Brain Domination: Ketheric/Yanthus - (Ketheric’s Room)
Enhanced Weapons - Sales Ledger: Peartree - (Peartree basement)
Experiment on Cruor: Orin - (Temple of Bhaal)
How To Build a Watcher: deceased Gondian - (Steel Watch foundry) 
Journal of Enver Gortash: Gortash - (Gortash’s Office)
Magical Histories: Volume 2: The Spellplague: unknown - (Sorcerous Sundries)
Memoir Notes with Recent Addenda: Gortash - (Gortash’s office)
Missive from Gortash: Gortash - (Ketheric’s room)
Missive from Ketheric: Ketheric - (Moonrise, 2nd floor)
Mistress of Souls’ Research Log: Kressa - (Mind flayer barracks)
My Gratitude: Gortash - To Peartree (Peartree basement)
Next Steps: Gortash - (Gortash’s office)
Prayer for Forgiveness: Durge - (Necrotic laboratory)
Scrapbook of Letters: Gortash/Durge - (Flymm’s Cobblers)
Special Operations - Infernal Arms: Uktar - 
Studies of the Elder Brains: Gortash/Yanthus - (Gortash’s Office)
Suspended Ceremorphosis: Gortash/Yanthus - (Tadpoling center)
Test Mission with Gortash: Durge - (Temple of Bhaal)
The Astral Prism Heist: Gortash - (Gortash’s office)
The Dukes of Baldur’s Gate: unknown - (Baldur’s Mouth/Peartree’s house)
The Grand Design: Gortash/Yanthus - (Mind flayer colony)
The True Life of ‘Lord’ Gortash: a skeleton - (Wyrm’s Rock Prison)
The Ultimate State: Gortash - (Gortash’s office/Flymm’s Cobblers)
*an in-game contradiction between Gortash and Durge. See: ‘Test Mission with Gortash’ and ‘Memoir Notes with Recent Addenda’. I’ve placed it after, but there’s also a legitimate argument to be made that Gortash and Durge met and became allies much earlier, possibly around the same time as Gortash’s betrayal of Karlach
Additionally, the House of Wonders (church/workshop) and the Hall of Wonders (museum) are two different buildings in the Upper City. Durge writes that the Hall is their target, while Gortash writes that the House is their target. It is my opinion that they hit both locations.
**no link cuz the bg3.wiki doesn’t have it??
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tcustodisart · 6 months
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Connecticut Tav | Wood Half-Elf | Beast Master Ranger
So, this is my sheet for @bareee's @tav-dex. Went a little overboard and made a whole ass character sheet (man the last time I made one of those was so long ago). I want to write something about my cringe boy so. Buckle up because it's going to be long and poorly written (I suck at writing).
One edit because I'm a dummy, his alignment is neutral good not true neutral idk why I did that.
He was born and raised in his mom's and step-dad's tavern called Crow's Perch (not as fancy as Elf Song but in a different category as Blushing Mermaid)(the tavern thing is just for the sake of a joke that the most popular drink they serve is called 'Connecticut Water'). He has an older brother, who's a bard. Despite the description for Urchin background ("After surviving a poor and bleak childhood") he had a happy childhood, filled with love and support. The two brothers treated the whole Lower City as their playground: breaking into places just for fun, pick pocketing nobles, climbing Wyrm's Rock Fortress etc.
His love for beasts and creatures of any kind comes from the stories told by his step-dad (both him and Tav's mom are retired adventurers). Step dad was the one who told Tav about Darkmaw the Wicked *wink wink*.
At one point he got tired of the city life and decided he wanted to become a ranger. After successfully fulfilling some contracts he became so confident of his skills he tried to build a trap all by his own. The trap exploded right into his face (he himself has no idea how it didn't kill him or damaged his eyes). After that he was sulking in his hunting hut for a month. The experience humbled the boy. Most of his adventuring prior to the nautiloid could just be boiled down to hanging around one village and talking local boars out of destroying potato fields, and occasionally getting rid of poachers.
Before the abduction he was on his way to Baldur's Gate to see his family (which he hasn't seen in months).
Trivia (because it's easier to write stuff this way):
His hair started to go grey at the start of Act 3 from the weight of responsibility and stress.
In Act 1 he was corresponding with his family thanks to Faust. After entering The Underdark he stopped sending letters (In Underdark because it would be hard, in Act 2 because he didn't want the bird to be killed by Shadow Curse).
Despite being close to his family in Act 3, he didn't visit them or send any messages in fear that Gortash and/or Orin would hurt them.
He carries with him a razor and some fancy oils for his beard.
His brother wrote one ballad about him, soon after that Tav forbid him from writing more (it was very much not accurate).
His step-dad taught him how to fight with a sword, while his mom taught him archery and the art of stealth.
Tav's biological father died when he was very young so he has barely any memory of him.
Tav's a walking Merlin app, he can identify any bird by just listening to it.
He loves climbing trees. Either to rest on a branch or to scout the surroundings.
He loves picking up herbs and making potions.
Despite growing up in a tavern he's not much of a drinker.
He's very self-conscious about his height and chest-to-belly area. He tries his best not to show it.
At one point he was persona non grata at Sharess' Caress.
He enjoys fishing.
Sir Daisy Dewdrop Fluffington is a name of his childhood plush.
He knows how to play lanceboard (he often plays against Gale and tries to teach it to Wyll).
He draws in his journal. He drew all of his companions at least once.
He almost cried when Jaheira called him 'cub' and almost called her 'mom' in response.
He's scared of Lae'zel. But tries his best to understand and help her.
He had countless heart-to-hearts with Karlach.
In his journal he described Astarion as 'his equal on the battlefield'.
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dorianpavus · 1 year
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Panel from Hell Info Roundup
We got a release teaser trailer!
CHARACTER CREATION/CUSTOMIZATION
Character creation got a revamp! More efforts were made to explain things to someone who hasn’t played D&D before, or one who hasn’t played other Larian games. Classes now also have unique animations when you select them.
Choice options now have a corresponding icon, so you can see what you’re selecting.
There are more available faces to choose from.
Dragonborn and half-orcs are playable at launch.
Warlocks are now able to call on their patron for insight and advice.
New sliders have been added for Maturity (adding wrinkles), Freckle Quantity (and intensity), and Vitiligo Pigmentation.
Horn Customization! Now you can change their color and tip color.
There are scar options.
More hair and beard options! As well as more options for hair colors (including greying) to have tri-colored hair.
Strong/buff body types added!
Piercing options have been added.
Heterochromia option has been added.
Dragonborn can customize their face, crest, chins, and jaws. Skin color options include metallic, almost duo-chrome shades. For white dragonborns, there are also pearlescent effects. Dragonborn Draconic Bloodline sorcerers will get a unique scale pattern that changes color based on your ancestry.
There is also a selection for genitals, which they did not elaborate on, but was selected as ‘default.’
You will meet a character that will allow you to reset your class and respec your abilities.
The team went back from Act 1-3 to make the game more reactive to your choices. If you’re playing something odd or unique, the game should react to it.
THE DARK URGE
They are the new Origin Character, and they are avatar-only; they can only be played by you, not recruited.
You can fully customize their race and class.
They do not know who they are; they are waking up, and the only thing they know is “the bile of their liver, the gushing of their blood, and their ruined body telling them: you’re going to kill and kill again.” They are meant to be a dark counterpoint to the story.
Has unique scenes and storylines unlike anything else we’ve seen thus far.
They have dark impulses and thoughts that tempt them; you can play as embracing it or trying to resist.
At 4:36:55, we have some gameplay of them from early on in Act 1.
KARLACH
She is an Origin Character, and you can recruit her or play as her.
Born and raised in Baldur’s Gate, was sold to slavery in the Hells, and managed to break free. She has an infernal engine for a heart.
She’s a barbarian who has a special rage animation/effect.
Curses a lot.
At 5:20:00, there’s a bit of extended gameplay and one of her romance scenes.
OTHER/MISC COMPANIONS
Many of the companions are good-aligned, including Karlach, Halsin, Minsc, and Jaheira. For evil companions, there is Minthara, who you can recruit in Act 2 depending on your choices.
Wyll has gotten a complete overhaul. Much of his dialogue has been rewritten, and he “can go in two directions” much earlier in the story. He wants to kill Karlach at the beginning of the game, and how that unfolds is up to you. 
If you kill your companions, you can hire Hirelings. There are twelve (one for each of the classes), and you can customize and respec them.
Companions will join your camp and be able to come with you along your journey; you don’t have to choose between them, but can swap them out as you see fit. If anyone leaves or isn’t able to be recruited, it will be by your own choices or the narrative.
When you’re playing as an Origin Character, you’re not a mystery to yourself. You’ll get unique scenes and information that you may not otherwise get with them as your companion. For instance, when you go to sleep, you might have nightmares about your past.
A scene relevant to Astarion’s backstory was shown at 4:25:57.
ROMANCE
They tried to show “two people genuinely struggling through a hard time and supporting one another. And you’re not going to be the same person in Act 1 as you are in Act 3. Neither is your partner. Your relationship is going to have to grow along with the game’s story.” 
At 4:46:10, they have a video where they discuss this and show scenes from the romances. 
How you treat your companions will be reflected in how they treat you. Whether they want to be in a relationship with you, whether they leave your party, or even try to kill you -- all depends on your choices. 
“Sometimes it’s actually better to have an argument, and challenge your partner about their way of thinking.”
Some characters will happily share romantic partners with polyamory; some of them won’t.
Characters may have very different romantic endings based on what happens during the game and how you treat them or what you did with them. There’s not just one scene that’s the same for all playthroughs.
You can still romance people on “evil” playthroughs, so long as you play your cards right.
Mature content warning! There is a romance scene between Astarion and Halsin that the audience helped select at 5:32:49. Wowza. Worth getting banned from TikTok? 
COMBAT
Multiplayer is up to four people, with split screen. 
There are 3 difficulty modes: explorer (or easy), default, and tactician (hard). Tactician mode gives enemies base buffs, but also hand-crafted difficulty increases to encounters. 
The “brutal AI” from tactician mode is supposed to feel like a DM that is pushing you to your limits, which manifests in ways like attacking your squishier characters, or trying to break casters’ concentration.
At 5:44:28, there’s a video showcase on the Monk class. Two minutes later, at 5:46:13, there’s some combat gameplay showing off monks and the different difficulty modes.
STORY AND CINEMATICS
At 6:00:40, there’s a video showcasing cinematics, with various clips from the game featured (lots of enemies/creatures shown). 
They estimate that running through the main story will take about 80 hours, but it can go multiple times that length if you actually take your time and explore. 
174 hours of cinematics doesn’t mean you’ll see all of them; it’s more that there’s so many permutations and reflections of the choices that you made, that you might not even see them all even if you play this game over and over again.
MISC
When you go to camp, you are now able to wear “camp clothes” rather than your armor, which can be toggled on and off. You can find various clothes in the world, and apply dyes to them. You can wear them outside of camp if you want to as well. 
Cloaks are added.
The devs prefer not to think of this being a story told to you, but rather a story they are telling with you. Though there are many themes, trust is a big one: who you can trust, why you can trust them, and why the world should trust you as well.
There’s an unboxing of the Collector’s Edition at 6:14:26.
There is a very heavy spoiler chunk of gameplay from Act 2, starting at 6:20:42, which closes out the stream!
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autistichalsin · 7 months
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What are some of Halsin's flaws, in your opinion?
Halsin's flaws, personality and others, major and minor (note that some of these are a bit circumstantial):
-He can't control his baser/animal instincts, which comes out in his wildshape issues. This corresponds with bloodlust in his animal form.
-He isn't suited for Druidic leadership, as shown at the Grove, which led to disastrous consequences.
-By his own admission, he focuses too hard on the tasks important to him and lets other ones fall by the wayside.
-Due to the above, he struggles tremendously with balancing conflicting obligations; he didn't bother much with the Grove when he was trying to solve the Shadow Curse, abandoned the Grove when the player showed up (though of course that was also due to his trauma and hatred of the Archdruid role), and if romanced to Karlach, is one of the only ones who refuses to go to Avernus with her, feeling that he and he alone can start the commune for the children and their needs are greater than hers.
-He has a self-sacrificial view about what being "good" is, and feels that he has to be unhappy if he's helping; he let himself suffer as Archdruid for 100 years rather than find someone else to take the role, and in the ending, he tries to break up with a romanced player to start his commune both because of his possible abandonment issues and because he doesn't see room for his own happiness when he's trying to help people.
-As I just mentioned, he does have abandonment issues to a degree; if the player dumps him in the ending, he says he knows nothing lasts forever. If the player suggests the party go their separate ways immediately after the battle, he says it was always destined to be so, but it stings nonetheless. He is shocked when the player comes to rescue him from Orin if taken.
-While he is an extremely kind and forgiving person, he has limits, and once those have been crossed, he gets very vengeful (I.E. everyone involved in his captivity with the goblins, or saying he'd like to "do the same" to whoever killed and stuffed a young bear for decoration in one shop in Baldur's Gate).
-He misreads social cues fairly often.
-He seems better able to assert his boundaries to strangers than to his friends and loved ones, I.E., not having much of a negative reaction to a Lolthsworn Drow threatening to sell him back into slavery.
-Because nature is his way of understanding the world, he struggles to understand things through any other lens. He has little interest in other things that can't be considered part of either nature or his Druidic duties.
-He takes things very literally at times, I.E. the phrase "you can say that again."
-He doesn't bother trying to hide when he doesn't like someone (I.E. if the player has incredibly low approval with him).
-He can sometimes be insensitive on accident, such as saying "imagine the horrors" when they're in a tadpoling facility, to Wyll in particular, though he does apologize right away when called on it.
-He is slow to true anger, but sometimes quick to annoyance, at least where strangers are concerned. (This is more so the case if they question him).
-He infamously doesn't trust Drow, and while this is justified in the case of Lolth-sworn Drow, he is initially mistrustful of the player if they are a Seldarine Drow too (though later he shows far more trust of Seldarine than Lolth Drow).
-His objections to some of the evil things encountered in the game are their unnaturalness more than their evilness, fitting with the Druidic belief that evil is as much a part of the world as good. He is more upset at how unnatural the tadpoles are than anything, at least at first, and if the Dark Urge shows off the Slayer form in front of him, he says it's "most unnatural. Most foul," and says that it only serves death/murder. (It's how unnatural and unbalanced it is that it bothers him more than the form being a giant monster, basically.)
-He has a huge case of hero worship to the player, which is why he falls in love with them almost immediately after they break the Shadow Curse, and has feelings for them even sooner than that.
-He despises turnips.
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whathebeep · 6 months
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Y'all imagine being able to give gifts to the BG3 companions, kinda like you can in Stardew, some gifts will raise your relationship/friendship level with them, others will lower it, and there would be a corresponding conversation
So like
Imagine if you could give vials of blood to Astarion? Bottles of wine too?
Or any rare or interesting books to Gale?
Imagine if you could give Halsin back his pipe and journals (if you take them like I do) (I always put them in his inventory once he's a companion)
Any of those stuffed bears to Karlach? Maybe having an option to gift her bottles of water that, if you're romancing her, she can pour on herself so you can get a quick kiss? (I always feel bad throwing it at her)
Maybe even specific weapons for Lae'zel? Or if you could gift her any tadpoles you find so she could destroy them?
Imagine too, if you will, that depending on where you are in her story, you could gift Shadowheart any of the many many many Selunite items you come across in your travels. If you give it to her too early she gets mad, but she's quite happy and thankful if you give it to her after freeing Dame Aylin. I imagine if you give it to her in her Dark Justiciar run she'd instantly destroy it, maybe even leave the party for your disrespect to Shar
Imagine having special mini quests almost where you could also make something to give them. Like imagine if Wyll at some point mentions in passing that his horns are taking getting used to and kinda ache, and you can talk to any of the tieflings in the tiefling party and they give you the recipe for a home remedy, like a soothing balm that you can make for him to ease the aches and pains.
Or if you could, once in the city, bring something to Halsin to remind him of home, of the forest and the woods- perhaps a potted plant that is native to the area near the grove, or perhaps a bundle of dried flowers or something of the like.
Astarion, imagine if you could gift him a new set of clothing made specially for him, or even drain your own blood into an empty bottle so he can have some if he gets hungry.
Larian let me give my lil blorbos gifts
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lemonwood31 · 1 month
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Character voice is obviously a tricky thing to get right, and I think about it a lot when I’m writing: how to make the character’s dialogue sound like them. One of the voices I think about most is Karlach’s, because I think her voice is a lot harder to get right than it seems on the surface.
I would say that the most distinctive feature of her voice is that it’s class-coded, and yet that class coding is actually more subtle than it seems at first. Her voice is clearly meant to reflect her background of growing up poor / working class: of all the quite proper-sounding companions, she stands out as sounding the most informal, the least posh. There are a few ways I think this is done: one is through slang and colloquialisms. She says things like ‘these guys’ and ‘wait a sec’ and ‘oh man’ and ‘hang on’. She calls people ‘pal’ and ‘buddy’ and ‘soldier’. She uses the occasional colourful turn of phrase like ‘go ape-smash’. And of course, she swears a lot. The second way I think she’s class-coded is less about word choice and more about tone, and that’s in her enthusiasm and bluntness, which of course contrast with the deliberately reserved, stiff-upper-lip tone of quote-unquote Queen’s English. And the third is through her accent and pronunciation features, like replacing ‘t’s with glottal stops (‘star’ed’ instead of ‘started’).
The thing that’s tricky about it, though, is that slang phrases and the occasional ‘gotta’ aside, everything she says is actually pretty grammatically correct. Her main grammatical feature, I think, is skipping words at the start of the sentence: as an example from one of her location lines, ‘Funny symbol on this prayer sheet. Hidden away for any special reason?’ (instead of ‘there’s a funny symbol... has it been hidden away’). She does this a whole lot; it’s really noticeable when you look through her party banter all at once. But the remainder of her sentences are actually quite proper and formal-English-sounding. And I think it’s easy to get tripped up and use the wrong class-coding features, making her less grammatically correct than she actually is or using eye dialect to give her pronunciation quirks that she doesn’t really have.
I also have a theory that her dialogue can be tricky because she sounds like such a type that you can end up accidentally coding her as the version of that type that’s right for your own part of the world, but which doesn’t ring true when her voice is based on British English. As an example, when I write her I have to keep googling her slang terms to check whether they’re regionally specific to my area – and a lot of the time they are, and they’re distinct not just to my area but to a certain social class. As another example, I’ve read more than one fanfic where I’ve found her voice jarring because it sounds American to me, and I wonder if that’s because the authors are giving her the features of speech that correspond to an American class archetype that Karlach might be from if she were Faerûn-American instead of Faerûn-English.
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jazzajazzjazz · 11 months
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✨ BG3 TAROT CARD ILLUSTRATIONS ARE COMING ✨
Let’s consider this post to be something of an interest check—if this seems like a series that would interest you enough to purchase print(s) then be sure to drop a comment and/or follow me to keep track of my progress. It’s especially important right now because I’ve just lost my job and art is currently the only way I can support myself.
There will be a total of fifteen illustrations of the following characters:
Astarion 🧛🏻‍♂️
Aylin & Isobel 🌙
The Emperor 🦑
Gale 🪄
Gortash 😏
Halsin 🍃
Jaheira 🍂
Karlach 🔥
Ketheric 💀
Lae’zel 🐉
Minsc & Boo 🐹
Orin 🔪
Raphael & Haarlep 😈
Shadowheart 🖤
Wyll 🗡️
WATCH THIS SPACE
In the meantime have a bit of fun speculating what characters correspond to which tarot!
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optiwashere · 7 months
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Baldur's Gate 3 Fic Prompts
Prompt fills always give me a quick shot of inspiration, so why not? There's not a lot of general prompt lists out there for this fandom - at least that I can find - so be the change you wish to see and all that.
You can send in a ship or platonic pair along with the letter and number for the corresponding prompt that you want to see (e.g., "Shadowheart/Karlach B5") and I'll write a ficlet! These are meant to be largely rating agnostic.
If you have multiple prompts, please send them in separate asks! It makes keeping track of everything so much easier 💜
A. Fluff & Comedy
Non-sexual physical intimacy
Cooking together
Building something together
Teaching one another their language(s)
Character A gushes about their favorite book with Character B
Gift giving
Bickering/arguing over the party's magic item distribution
Playing a game of cards and one of them gets very competitive
Celebrating one character's firstmorn (birthday!)
First post-canon date
B. Hurt/Comfort
Resurrection hurt/comfort
Scars
Crying
Breakdown and comfort
A character that isn't used to being protected finds someone who will protect them from anything
After being separated from the party, Character A carries a wounded Character B to safety
Character A has a vivid nightmare and Character B comforts them
Non-sexual assisted bathing due to injuries/sickness
Convinced that their past makes them irredeemable, Character A struggles with Character B's affections
Character A suffers from low self-esteem and Character B vocally or physically adores them
C. Angst
Lifespan differences (e.g., Character A is an elf and Character B is a tiefling)
Mutual pining
Unrequited love/attraction
Tired of fighting
Fear of abandonment
Fear of acceptance
Permanent character death (no resurrections, no revivify)
Character A forgets everything about Character B and the relationship they have due to memory loss, mind control, or any other devious plot device the writer devises
Character A believes that Character B doesn't truly love them/care about them at all (resolution up to the writer)
Character A kills Character B
D. Action/Adventure
Catching a spy in camp
Trying to get a better reward for a quest
Exploring a dungeon together
Sneaking into a location together (literal stealth, disguises, etc.)
A desperate escape from an unwinnable situation
Attacked at camp while on watch together
Scouting ahead together
Last two standing in a fight
Stranded on another plane
Character A is magically incapacitated (petrified, mazed, etc.) and Character B is the only one that can help them
E. Miscellaneous Scenarios
Tadpoles sharing thoughts that shouldn't be shared
Discussing their Dream Visitors
A clash over differences in deities
A magical mishap with a scroll, potion, or wand
The first night at camp in the Shadow-Cursed Lands
Character A considers consuming a Mind Flayer Parasite or the Astral-Touched Tadpole, and Character B sways their decision one way or another
While relaxing at camp, Character A begins to suspect that Character B is Orin in disguise
The first morning/day/night in Baldur's Gate after the conclusion of the Absolute Crisis
Character A is considering a devil's deal or a hag's bargain, and Character B convinces them one way or another
One of the characters draws from the Deck of Many Things
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podcastenthusiast · 1 year
Text
Reflections on family (Or: I gave Astarion even more father issues which says nothing about me personally nope)
--
They are not unkind, the Ancunins, your still-living family. Stilted, formal, like you're strangers--which you suppose you are at this point, yes. But they invite you into their home knowing full well that you could not enter if they so wished it. A show of trust for which you are grateful.
If this were a bard's tale, they would lead you to a musty room unchanged for two centuries, a lovingly kept shrine to a past you barely recall, the promising young man you once were. You would unearth artifacts of yourself. They would embrace you as you are now, public reputation be dammed, because you were missed and you are valued.
But this is not that story, so instead you are taken to the parlor--with its faded carpet that reminds you unpleasantly of your former home--where you pretend to sip tea across from your aged father and younger brother. Conversation is awkward and strained. You can charm people almost effortlessly, but being here is like talking to a chasm; the silence fills an unbridgeable gap in time.
You're told your mother died fifty years ago of a weak heart. You saw her portrait in the foyer. Apparently you used to have her eyes. You get the sinking sense that they're relieved she did not live to see your monstrous return from the dead.
Your brother is the one to finally ask. How it happened. Where you were all those years you didn't come home.
You tell them about Cazador.
"This calls for something stronger than tea, I think," your father says.
"Please," you agree.
They struggle to look at you. Their expressions remain a careful mask of polite neutrality except for occasional flickers of sadness, fear, guilt, anger. Disgust.
Well, if they want to play it like that, fine. You can wear a mask better than anyone.
Your family are not warm. They are not outright cold toward you, either. Never cruel or pitying. You almost wish they were. The familiarity would at least make it sting less.
Two hundred years lost. How can there be so little to say to each other?
You don't blame them, of course. To lose a son or brother violently, to grieve him, must be an unspeakable tragedy. To gain a vampire spawn, well... that is nothing other than an ill omen to add to the family's already waning fortune.
It is exactly what you'd come to expect of the dark place Cazador showed you the world could be. All you thought possible before you saw the sun again and dared to hope for more.
You leave the manor feeling quite like an unwanted ghost exorcised from their lives. It's closure of a sort for them, you suppose. You are just an untended grave in their eyes. Never mind that you had been hoping for a new beginning.
You regret making this journey alone.
Soon, though, you return to the arms of your dearest love.
"How did it go?" she asks.
"It was..."
You think about your darling who saved you. You think about your handful of tadpole-forged friendships--Karlach, and Wyll, Lae'zel, even Gale. You think about your siblings, the other spawn, bonded through shared blood none of you chose.
"Astarion?"
"It doesn't matter," you say dismissively. "I didn't find my family there."
"Hmm."
She's writing something, a while later.
"Composing another ballad?" you wonder.
"No. I'm writing a letter to Dalyria."
"What? Why?"
You had no idea they even correspond.
"Because I think you need a hug from your sister."
Perhaps she isn't wrong, but still, it seems like a lot of effort to go through just for that. For you.
"She's very busy," you protest.
"Then she'll make time. That's what family does."
You don't know what to say. Something in your chest uncoils; you're filled with warmth like fresh blood, an emotion akin to gratitude. Something you haven't felt so strongly in a very long time.
You feel wanted. Loved.
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blackjackkent · 7 months
Text
OK, time for another boss battle report, Cazador Szarr edition. This one got pretty elaborate. XD
Opening state of play:
Enemy list is Cazador plus two ghasts (labeled "Fallen Gur Hunter," upsettingly), four werewolves, a skeleton named "Chatterteeth," and six bats. The bats have one hit point each but I'm making no assumptions at this point.
Cazador starts out with seven stacks of a buff called "Ritual Sources" - corresponding to the seven spawn currently being held in magical fields around the arena - which gives him 70 temp HP, 7m extra movement speed, and extra necrotic damage. He also gets an individual unique buff for three of the spawn (For "Yousen", he gets an extra 2-16 hitpoint regain every turn, for "Violet" he gets a +5 to AC, and for Astarion himself, he gets an extra bonus action.)
All of this also means we are shorthanded by one person because Astarion is currently being used as a power socket. (On the bright side, despite the cutscene, he still has all his armor and stuff on, so maybe we can get him back into the fight and let him get the killing blow.)
Cazador can apparently use Call Lightning for ten turns without using a spell slot, with which he immediately beats the shit out of Jaheira on his first turn.
He can turn into vampire mist and run around the arena which makes him immune to non-magical damage. "This status is removed by sunlight," says the description of the form. Well, this at least is good news, because guess what Jaheira has:
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The spawns themselves all have a "sacrificial lamb" condition which states: "If Cazador draws power from all the spawns bound this way three times, he will ascend." So we're on something of a time limit.
By the way Cazador has 270 hit points, including the 70 temp HP he's getting from the spawns. O.O;
We do get a bit of a hint to kick things off.
"Those runes," Karlach says. "Cazzy's using them to suck the power right out of those poor fuckers."
"If we can reach the glowing sigils, maybe we can redirect that power from him to us," says Hector.
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First of all, I love that Karlach calls him "Cazzy". Second, I can't imagine Hector is much more thrilled about taking that power for himself, even temporarily, than he is about Cazador getting it, but desperate times call for desperate measures.
I think our top priority here is as follows:
a) Get everyone onto one of those sigils (ideally Astarion's? maybe we can get him back into the fight?) to start disrupting Cazador's power sources. b) Get Daylight cast on as much of the arena as possible. c) ????? we'll figure it out from there.
Let's go.
-----
Combat report:
Getting Karlach onto one of the sigils on her first turn passed one of the "Ritual Sources" buffs from Cazador onto her, so that seems like a good start. The problem here, though, is that stepping back OFF the sigil immediately gives the buff back to Cazador. So the utility here seems a bit limited since most of our squad is kinda up close and personal.
Not entirely clear on whether I am supposed to be trying to kill the non-Astarion spawn, although that does seem like it would certainly remove the buff more permanently. They're basically resistant to everything so it doesn't seem like a GREAT use of our time, but options feel really limited.
The ghasts are surprisingly annoying as they all run straight at Hector and cast Stench to make him nauseous, meaning he can't take actions. He's so powerful tho that he kills one of the werewolves with bonus actions alone.
Karlach meanwhile gets surrounded by all five bats and bit a whole bunch and Jaheira gets downed by the second round of Call Lightning. This is off to a great start.
The one spore zombie that was still following Jaheira around from the fight earlier misses every single one of its attacks in this fight, bless its heart.
Hector manages to take out all the ghasts by turn three but is now the only good guy conscious on the field as Karlach has gotten bitten into unconsciousness. More bats have spawned at the start of the round. Cazador has managed to avoid starting his turn in the Daylight spell repeatedly so he has not yet taken any damage from it yet. All the bats have now come over to surround Hector instead. This is going terribly.
DISCOVERY: When Jaheira's spore zombie kills something (in this case, a bat) it turns into a new friendly spore zombie! That's nice! Everything else, however, is terrible.
At this point, Cazador ascends. All of the spawns, including Astarion, explode into a giant pile of wet meat. Astarion's personal quest is marked complete. I sigh, very heavily, and reload. Yeesh.
Attempt 2!
I feel like there's a trick here that I'm missing, but the second pass does start off much more optimistically; Hector and Karlach are able to take out all three ghouls immediately and Jaheira gets Daylight up again.
Once again Jaheira gets wrecked at the top of the second round when Cazador gets his next turn. She really is squishy as fuck and I am not sure why I suck so badly at playing her. :( I love you, Jaheira, I'm sorry I keep getting you killed.
Eventually I got frustrated and sent Hector over to just whale on Cazador, and he's such a battering ram that he did manage to get him all the way down to 100HP. However, it was on turn 3 and so Cazador promptly got up afterwards and turned everyone into marinara sauce.
Realistically, Hector and Karlach are powerful enough between them that I'm pretty sure we can cheese this fight but just going straight to Cazador on turn 1 and beating the shit out of him; however, I would kind of like to figure out how to do this fight the "correct" way. Reload.
Attempt 3!
New strategy - what if we ignore all the enemies and just run all three of us onto three of the sigils immediately? (Specifically, the three sigils for the spawn that are giving him extra buffs. Unfortunately, they're of course the ones furthest away from us but we have dash actions for a reason.)
With this in mind, backing up an extra save and doing some pre-work. Jaheira gets the Misty Step amulet back, ritually casts Longstrider on everyone which will give them extra movement speed until long rest, and precasts Conjure Elemental, Conjure Woodland Being to get more bodies on the field, and Heroes Feast too, why not (immunity to the Stench poison for one thing), then casts Protection from Energy on herself to help offset the fucking Call Lightning that's wrecking us right out of the gate.
While I'm doing this, @ryssabrin comes in clutch with some advice in the replies in my previous post, pointing out that we can use the Help action on Astarion to pull him out of the ritual and back into the fight. "cazador will focus fire on him but he won't do the ritual." This is HUGE because that three-turn limit was what was really fucking things up.
So that's our new priority. Jaheira and Karlach go to stand on two of the sigils, and Hector books it towards Astarion to free him. Ryssabrin also pointed out the utility of Sanctuary in this case - presumably to put on Astarion if Cazzy is gonna focus fire him - so I have Hector load that up too, and cast Protection from Evil and Good on himself.
Heroes Feast is fun. It also gives us a big hamper of camp supplies in addition to all the buffs. Please fill in your own joke:
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Mad prep, let's go:
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OK let's give this another try. I'm not scared, what are you talking about.
In addition to all the buffs, we also luck out here somewhat in that on this run, all three of the team get top initiative (second only to Cazador himself). Jaheira's concentration on Protection from Energy gets broken INSTANTLY but she does take less damage than she did previously.
Jaheira misty steps onto Yousen's sigil, stealing Cazador's per-turn heal and one of his ritual stacks (and casts Daylight). Karlach goes to Violet's sigil and steals Cazador's extra AC and another ritual stack (and rages for extra DR). Hector as planned beelines straight for Astarion, Help-actions him into the fight, casts Sanctuary on him, and barrels towards one of the other sigils. Cazador is now down to four buff stacks and no special buffs, and cannot ascend. QUICKSAVE.
"YOU ARE GOING TO SUFFER FOR EVERYTHING YOU DID TO ME!" Astarion bellows, and then I have him stand absolutely still and not do anything, because he can't be targeted by attacks in Sanctuary but only while he doesn't attack anything. I like to think he is debuffing Cazador with the pure power of his ANGRY GLARE, though.
Jaheira once again gets fucking trounced immediately but at least her unconscious body is on top of the sigil so it's still debuffing Cazador.
Round 2 - Cazador's out of mist form and I could keep Hector on the sigil removing the extra stack from him - but realistically the dangerous ones were the two that Jaheira and Karlach are on. Hector is best served barreling straight at Cazador and battering ram smacking the shit out of him. So that is what he does. For a total of [does quick math] 183 DAMAGE! :D Cazador lost Call Lightning concentration too. Big moves from Team Juggernaut and this is all looking much more manageable. (For insult to injury he still had enough movement left to go and stand on the nearby sigil again too. XD )
Karlach hurled two separate health potions at Jaheira, using up both of her actions, and neither of them did anything useful for some reason. Very annoying. So now I just sit here while the 513451345 enemies on the field take their turns and hope for the best.
Time for some roleplay choices. Cazador is down to 65 HP and still prone, which means Astarion can get a sneak atack on him. So I make the executive decision to SCREW SANCTUARY because Astarion needs this killing blow.
Jaheira dies. Again. And, again, from a story perspective, we are pretending this didn't happen. XD
Round 3 - Cazador once again mists up, so I spend Hector and Karlach's turns taking out some of the adds. Astarion tries to take a stab at the mist form just to see if it works. It doesn't.
Round 4 - Hector flattens Cazador down to 13HP and positions himself to give Astarion sneak attack. Karlach stares menacingly at everyone...
And Astarion gets the killing blow.
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And then we killed the 113451324 bats that had spawned during this whole process. Victory!
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featherwurm · 8 months
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tagged by @baronmpontmercy thank youuuuuuu
Name: Zatavia Felix
Nickname(s): Tav, preferred over anything else including her full name unless you're very close
Pronouns: She/Her
Star Sign: Libra
Height: 6'9"
Orientation: Bisexual
Race: Zariel Tiefling
Romancing: Karlach
Fave Fruit: Lychee
Fave Season: Fall
Fave Flower: Star Jasmine, Gardina, Iris, Crocus,
Fave Scent: Salt Spray, petrichor, campfire, pine, sandlewood
Coffee, Tea, or Hot Chocolate: Coffee, black
Average Sleep Hours: 6 (average) 8 (sleeping in), She sleeps quickly and easily but fairly lightly. Likes to be to bed last and up first. She is genuinely someone who can go just fine on six hours of sleep max - it's upsetting.
Dogs or Cats: Cats but she genuinely just likes animals whatever they are and tries to do right by then (even if she can never remember to use 'speak with animals'). Will do anything for Scratch.
Dream Trip: It's incredibly dangerous and stupid but she kindof wants to see all the levels of hell now, and kick some ass in each one.
Amount of Blankets: One, maybe, or just a sheet - tends to run warm and current co-sleeping arrangements are VERY warm.
Random Fact(s): 
Has a couple exes and has multiple flings over the years - her first "ex" was another monk in a different monastery she had a long pen-pal correspondence with in her teens. The two of them really bonded over shared feelings of alienation and overcoming internal frustration and anxiety. They broke up very nastily when they first met in person and it turned out she wasn't a half-elf and he wasn't a tiefling (they were both 17 and so desperately upset. They both regret stuff they said.) Her other ex is the owner of an inn in the middle of nowhere (North East of Scornubel outside the Reaching Woods) who was kind enough to let her stay a while as she healed from the injuries that caused the scar on her face (she was lucky enough to be found by an adventuring party and dragged there to rest off the levels of exhaustion.) She stayed for a couple years. Their relationship ended amicably but out of necessity when she was fully healed up and ready to move on. They still write sometimes, but the inn owner has since married and settled happily into family life while she still wanders.
Between those two exes she spent about 10 years thinking herself completely unlovable and unworthy of attention and affection - she got better though.
She's missing the very tip of the hook of her tail because she accidentally bit it off as a toddler.
Has taken to calling Karlach 'Soul' when she uses 'Soldier' (used with affection, of course.)
tagging @bottomvalerius and @ankoku-jin
Pictured here being a nuisance:
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kirain · 8 months
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What's your personal headcanon for Wyll's ending? 👀
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Wyll cuts through his foes like a whirlwind of vengeance. Devils, demons, imps; none of them see him coming until it's too late. Both hands cling to rapiers, one celestial—a gift from Dame Aylin—one demonic, dropped by a general who couldn't match his swiftness. Even without his Warlock powers, Wyll is a force to be reckoned with, and his enemies know it. Alongside Karlach, he carves out a name that becomes feared all through the hells: The Blade of Avernus, Defender of the Innocent.
For two years he and Karlach fight, thinning the numbers, preventing any force from crawling to the surface. There are many close calls, but they have each other's backs, until they finally make it to Zariel's forge. With Karlach free and his promise kept, Wyll returns to Baldur's Gate, where he quickly forms a legion of unique demon hunters sworn to a code most virtuous. A code that favours courage, justice, strategy, and insight. Under his tutelage, students learn to hunt and kill demons, as well as anything that might threaten their city.
And during this time, a woman catches his eye. A lady of High Court, who is all too happy to see the man behind the horns. Together, they expand his creed to other cities, until it becomes recognised far and wide as the Slayer's Ring. For three years he commands this troop, until the death of his father, Grand Duke Ulder Ravengard. A painful loss not only for him, but Baldureans entire. It is then that Wyll realises his true calling. He wasn't ready before; the life of a politician seeming droll and corrupting, but he's ready now. With a heavy heart, he takes up the mantle of his father and leads Baldur's Gate into a bright, enlightened future, leaving the Slayer's Ring in the hands of his most trusted associates.
For a time, he mourns his father. The job of a Grand Duke certainly isn't an easy one, especially in the midst of grief, but sorrow doesn't last forever, as it's often remedied by joy. Not long after his father's passing, Wyll receives news from his Lady. She's pregnant. Together they have a son. Then another. Then another. Adam, Alder, and Cenric. Three spry, healthy boys, zipping through the halls of Wyrm's Rock Fortress. They take after their father in all the best ways, and despite his duties, Wyll showers them with all the love and attention they deserve—just like his father did for him. Raising his own children only makes him revere his late father more. Doing it alone, without a partner, he can only imagine how difficult it must have been, but his father never showed it, and for that he'll always be grateful.
"I vow to give everything to my sons and to my city."
And he does. After a lifetime of travel and adventure, bloodshed and war, misery and companionship, Wyll is happy to settle in the place he once called home. The place he never truly wanted to leave, but circumstance compelled. Though some take quiet issue with his form, those that matter, and the vast majority over, devote themselves to his leadership. He doesn't demand respect, but he earns it in abundance. Though once afraid such power might corrupt him, it never does.
As for his dearest friends—the ones with whom he faced near certain death, the ones who pulled him up at his lowest moments, the ones who fought beside him with grit and loyalty to spare—he sees them often, and he keeps a steady correspondence when fate takes them further. Even in his golden years, when his sons are grown and his reflexes slow with age, they remain in touch, visiting as often as they can to bring a smile to his wrinkled face. It's a busy life, but it's a good life. A fulfilling life. One he can be proud of.
And when his time comes, those same friends are there, by his bedside, giving him the send off he deserves. He leaves as a friend, a father, a husband, a grandfather, and the beloved hero of Baldur's Gate.
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saltieststar · 2 months
Text
Reading far too much into things pt.2: Enver Gortash's genius will take us far. MAJOR SPOILERS DIA AND BG3
Gortash was just some random Banite that pursued Durge. Enver only had a plan once he met The Dark Urge; he had goals, sure, but no plan. It was like when Astarion says his plan to kill Cazador is to, uh, kill Cazador.
The Dark Urge had no actual use for Enver; what does the temple of Bhaal need with some random Banite? So Gortash does what Gortash does best: he courts The Dark Urge. The Dark Urge and Gortash have been working together for at least ten years as Durge helps Gortash get the blueprints for the auto-watch, so he has at least known Gortash for as long as Karlach has been in Avernus. However, Gortash's memoir mentions him realizing the cult of Bhaal was on the rise and acquainting himself with Durge. I believe Durge's murders during Blood in Baldur's Gate ultimately attracted Enver to him, meaning that they've known each other for closer to 15 years. Enver likely spent years trying to gain The Dark Urge's confidence, and Durge found him just intriguing enough to spare his life.
So, let's dive into the timeline of their alliance and the birth of Enver's little scheme:
The first time these two officially work together is in the Heist of the High House of Wonders and the Hall of Wonders. Enver wants into the High House of Wonders to get his hands on the blueprints for inventions they're currently working on- specifically the autowatch. He is fully aware he cannot accomplish this alone. The High House of Wonders is guarded by five golems (2 clay, a stone, and an iron golem). Not to mention, they most likely have actual guards present and someone who gives orders to the golems. This heist is not something they can easily fight their way through; Enver needs someone who can do stealth and help him get in and out without notice.
I honestly don't think Enver realized who Durge was when he first approached them. I truly think he was looking for a decent assassin and found a little more than he bargained for: The Scion of Bhaal. The Scion of Bhaal is not just some assassin for hire. They're not here to whore themselves out to some Banite. So Enver finds a way to pique their interest: The Bhaalist exhibit at the Hall of Wonders. A little, you scratch my back, I'll scratch yours: Durge helps Enver get into the High House of Wonders, and Enver will help Durge strong-arm their way into the Hall of Wonders and reclaim the Bhaalist artifacts. (I imagine the Hall is equally guarded, but without the presence of golems as golems are known to go berzerk, and they can't risk damaging the displays.)
From there, Enver and Durge began to correspond, and this is where Enver's true plan was born.
Enver's rise to Dukedom mirrors Saveroks's; Enver displaced his competitors (Zhents/Knights of Shield/etc.), created an artificial problem (the Absolute), and then offered the solution that only he had (Steel Watch). He used the funds from his arms trade to fund the rebuilding of the Iron Throne.
Step 1: Perfecting the Steel Watch
Enver sells Karlach to the hells
1) To serve as a prototype for the steel watch, which ultimately failed.
2) To open trade with Zariel, who is supplying Enver with infernal iron.
*This is my take on the Steel Watch and deviates from canon*
The autowatch is ultimately meant to be piloted by a person. Enver is initially inspired by the infernal war machines that souls fuel. He needs to find a way to utilize the technology while ensuring the construct has intelligence (something infernal war machines lack). So, he places such an engine into a person with less than satisfactory results. In the game, we are told that Karlach's engine is unstable outside the Hells, but there is little more explanation beyond its overheating. I think it makes more sense to say the engine is siphoning off Karlach's own soul and to avoid this, she needs a constant supply of soul coins (Besides, do we really need more than one character with an explosive in their chest?), and that's why Enver sold her to Zariel because Zariel can provide Karlach with the soul coins she needs- well that and for the infernal iron of course.
This brings him back to his central problem of infusing the steel watch with intelligence, essentially giving the Tin Man a brain. It also introduces the additional challenge of powering the engines outside the hells. In 'Descent into Avernus' (Hellfire weapon, pg 223), the book discusses how any soul killed with weapons crafted from infernal iron has their soul funneled to the river Styx. Building on that, it is possible that Gortash found a way to use the souls killed by the steel watch as a power source for the infernal engines within them rather than the souls being funneled into the Hells.
So, back to finding the Tin Man a brain. Putting an infernal engine into a living person is a no-go. It's too much work to keep them alive with the constant need for souls and anatomy issues such as having to install ventilating lungs. There is undoubtedly a more efficient solution. So Enver begins to dabble with necromancy.
Enver discovers that he can wire zombies into the steel watch, and someone with the ability to command the undead can control them. I headcannon that the Dark Urge introduces Enver to Leylenna Candulhallow, and this is the elaborate necromantic masterpiece she was working on. This shows some success. However, controlling the undead is a skill Enver himself lacks, and he, of course, wants to be the person in control of the Steel Watch.
Step 2: Obtain the Crown of Karsus
-Enver and The Dark Urge are named chosen-
Queue the Crown of Karsus and the alliance with Ketheric. Bane and Bhaal sorta solve this problem for Enver as they instruct their chosen to seek out Ketheric. As helpful as Leylenna was, Myrkul's necromancers would be invaluable in perfecting the necromantic magic used to control the steel watch. However, Ketheric has more to offer than just his lackeys: the Illithid colony lurking below Moonrise, and Enver knows how to bring that brain under their thrall.
-Up until this point, I believe he was mainly using and manipulating Durge, telling him whatever would persuade him to assist in his schemes. Not that he isn't attempting to manipulate and control Durge afterward, but their partnership seems more genuine.-
The Elder Brain is Enver's path to glory. Together, the Chosen have the means to pave Enver's way for the subjugation of the entire Sword Coast and beyond. The plan is simple and plays to each of their strengths: Ketheric will build an army, while the Dark Urge causes mass panic and helps to destabilize Baldur's Gate. Finally, Gortash will swoop in as the hero. The other Chosen agree to Enver's plan because they plan to betray one another and take control of the nether stones for themselves once the brain is enslaved and the army has been amassed. In the meantime, their gods are still benefiting from this plan by increasing their followers while simultaneously destroying the followers of other gods.
There is still quite a bit of planning and preparation that has to go into successfully stealing the Crown from Mephistopheles' Vault, as they only get one shot of this. While they iron out the details of the heist, Gortash weasels his way into power, starting with rebranding himself as a Lord. He blackmails his way into becoming the director of the High House of Wonder, most likely using Brinn's unsanctioned studies against her. Once in place as director, Gortash enslaves the Gondian gnomes and puts them to work building the steel watch.
Gortash and The Dark Urge heist the House of Hope to test Helsik's ability. Additionally, Gortash really wanted to add those Helldusk boots to his evil boot collection. Jokes aside, I think it served to help Gortash traverse Mephistar. This is followed by the Heist of Mephistopheles' vault, where they successfully steal the crown and a document entailing the Illithid Grand Design, which is what they use to persuade the brain to allow them to place the Crown of Karsus on it.
Step 3: Dominate the Brain
Gortash and The Dark Urge return to Moonrise, where, along with Ketheric, they carry out their plan to dominate the Elder Brain. I think The Dark Urge brought Orin along to Moonrise so she could try to figure out the secret to Ketheric's immortality while he was occupied down in the mindflayer colony. Unfortunately, she takes this as an opportunity to usurp The Dark Urge with the help of Ketheric (Because where'd this girl get an Illithid tadpole?). Ketheric mistakenly believed he'd be better off with Orin as an ally as The Dark Urge and Gortash were sure to betray him as soon as his usefulness ceased, whereas they were less likely to betray each other given their close relationship. On the other hand, Orin absolutely despises Gortash and has very little self-control; all Ketheric has to do is wait for one of them to dispose of the other.
Gortash doesn't realize what has happened until it's too late. Orin leaves Moonrise disguised as The Dark Urge and carries out the ruse for as long as possible. Each Chosen is left to carry out their part of the plan.
Step 4: Absolute Authority
Gortash takes advantage of the events occurring during the Descent into Avernus. Gortash, aided by the Dark Urge, utilizes their lower-level followers to assist Duke Vanthampur in her bid for Grand Duke and to plot to drag Baldur's Gate into the Hells. The reasoning behind this is: (1) Duke Vanthampur's attempt to discredit the Flaming Fist supports Gortash's argument to implement a steel watch; (2) it leads to the kidnapping of the Grand Duke, creating an opening; (3) Vanthampur's plot is eventually discovered, resulting in the removal of another Duke from the council. 4) They were also being paid a lot of gold, and Gortash had a campaign to fund. This plot ultimately destabilizes Baldur's Gate and causes a complete loss of faith in the Flaming Fist and the Council. Furthermore, the people of Baldur's Gate believe the last of the Dead Three Cultists have been weeded out, rather than the truth that they are just undergoing a rebrand as the absolute.
And we all know what follows. Gortash kidnaps rescues the Grand Duke, prevents the Absolute army from breaching the city, and becomes the Archduke.
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nerdy-grimiore · 2 months
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. : Correspondences - Wyll Ravengard : .
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Element: Air / Earth
Imagery/Symbolism: Blades/Athames, ‘Justice’ symbolism, ‘Monster hunter’ symbolism, Infernal symbolism, Heroic symbolism
Crystals: Garnet, Bronzite, Carnelian, Pyrite
Colours: Red, Black
Tarot Card: Strength, King of Wands
Scents: Frankincense, Sandalwood, Pine, Dragons Blood
Numerology: 6, 3 and 8
Herbs: Basil, Pepper, Star anise, Cloves
Offerings: Incense, Blades/Athames, Candles, Drinks, Poetry/Art
Devotional acts: Justice Work, Acts of charity, Standing up for yourself and others, Writing poetry and art for him, Toasting to your and his heroism
Notes: May not work well with Mizora. Works well with Karlach. (see my other post)
. : MORE WILL BE ADDED! : .
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Taglist !!
@mageknight-anya
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autistichalsin · 7 months
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I stand by what I said- the ending with Karlach DOES need reworking. You can adore someone's work and also go "that part was not ideal."
My criticism towards the IGN interview could not POSSIBLY MORE CLEARLY have been directed at the higher-ups and how they felt Halsin should have nothing more to do after breaking the Shadow Curse, as opposed to John who very clearly loves Halsin and very likely wanted to do more with him than that, if his updates to Halsin (like the platonic confession scene) are any indication. (The higher-ups also ignored what John DID write for Halsin besides Halsin hating the city, which was insulting to his hard work, IMHO)
ALSO, the "something went terribly wrong in the writer's room" quote (which let me say, I don't know whether to be creeped out or flattered that you can quote my posts verbatim) was SPECIFICALLY about writing Orin to target the lowest approval companion (something John had NO part in), which resulted in many players feeling no rush to get the kidnapped companion back- I specifically said it was a failure of writing for the kidnapping story. Again, John's only part of the kidnapping arc was writing Orin-as-Halsin's behavior, and THAT is something I've had nothing but praise for.
You do realize, right, that more than one thing can be possible at once? Like, you really and truly realize that you don't have to like EVERY writing decision made when you love someone's writing, and conversely, that disliking a few decisions DOESN'T mean you don't like/respect the writer at all? Isaac Asimov is my favorite writer of all time, but a few of his short stories were, in my opinion, real stinkers. That doesn't mean I don't love Isaac Asimov!!! It means that writers are human and make human mistakes when writing.
This ask was not just creepy and rude, it was downright wrong and operated on a child's understanding of criticism. I adore Halsin's writer and the work he did on Halsin. On this site, where he presumably can't see anything I write so it can't be "sycophancy", I still have spoken about how well-written Halsin's traumas and anxieties are, how compassionate and sweet he is, how there's so many brilliant character beats. It sounds to me like this ask is motivated by two things: you are jealous that I've corresponded with him on Twitter and you haven't, and you are angry that I criticized a few aspects of Halsin's arc/character which you feel makes me a "fake fan". (Either that, OR you're someone who hates Halsin's character/John's writing for hin, and is angry I don't hate those things.)
In any case, enjoy your block, get well soon, and stop being weird with random Tumblr users. (Also, "a piece of bread to a hungry homeless person" is a really bad metaphor. Who the fuck gives a homeless person a single piece of bread? Like are you just carrying around a baguette in your car in case you encounter a homeless person on the street corner?!)
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