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#and also because of the danger he poses to Baldur's Gate
ladyofthecreeddraws · 4 months
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"Oh, love...I'm merely waiting until you're happy."
Yeah listen man, this crossover is a thing now because dreamstat can't stop spitting bangers and this line's been haunting me for a week.
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lanafofana · 4 months
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The chronic pain do be chronic-ing today so have some edible induced ranting :) 
I hate when you’re on the dock and Gale’s like I’m gonna do it, I’m gonna give the crown to Mystra. And tav/durge is like and then you’ll be Mystra’s chosen again! 
What? What? What?! 
I understand that his character growth is about trusting in the goddess to understand how the crown should be handled and following through with his oath in a bid for redemption. 
I get that, in surrendering the crown, he is finally accepting that who he is is enough, not only for his lover but also, for himself. 
But, larian, I have spent an entire [redacted] talking my companions down from the precipice and severing their blind devotion to their deities so why the FUCK am I suddenly like yaaas embrace the chosen status! Fuck agency! 
(Remember how Gale accepted/understood that Elminster had no choice but to charge him with self detonation because he was bound by the duty of being Mystra’s chosen??) 
Especially as someone who romanced him and saw him up close and personal at his absolute lowest when he was damn near willing to jump out any window he came across because he thought fatal penance was the only redeeming path open to him.  
And to be clear I’m not in the Mystra hate camp, I get why you would be but I think she acted in typical ‘nothing matters more than The Balance’ god fashion. If anything, I kinda headcanon that Gale had an intrinsic touch of fate/destiny about him that probably drew her attention. She may not have known or understood exactly what the nature of that fate/destiny was and, eventually realizing the danger the Absolute posed to gods as well as mortals, simply misinterpreted it. She, as well as everyone, was making decisions based on the information available as well as the wisdom of past experience (cough Karsus). 
Something I don’t see talked about much, and maybe it’s because I’m usually too deeply entrenched in my Halsin brainrot to look for, is how power hungry Gale is. When he’s convincing you that he should be allowed to pursue godhood he tries to convince you that, morally, he’s going to be so much better than the other gods. There’s an option to say something like Morality? Who cares about morality? Think of the power! And Gale’s response? Could not be more chuffed. He’s like OMG YOU GET ME. 
And…like, his pursuit of power is not just based in thinking he’s not good enough. Before he was knocked down several pegs by the orb sucking away the majority of his powers, he very much considered himself good enough. He desired power, lusted after it so much, he was willing to ignore the wisdom of the goddess of magic herself. True he was pursing it out of a misplaced devotion to the diety he loved but he was still pig headed enough to pursue it. The man had confidence coming out of his ears. I 100% believe if he had understood the nature of the Karsite weave and had knowledge of the Crown’s existence he could have been the Big Bad of Baldur’s Gate 3 instead of the Dead Three. 
Anyways, what was I saying? Uhhhh yeah! So his path to redemption is very much about relinquishing that lust for power. Power for its own sake, as well as power as a balm for his crippling self doubt. Self doubt he only acquired because he was one of the most powerful and gifted wizards of his time and had the majority of his powers stripped from him for reasons he didn’t fully understand. 
And telling him how great that he can finally return to being Mystra’s chosen feels like erasing that agency he’s finally found for himself. 
Anyway, I hate it. Fuck being chosen. 
I need a nap.
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lutethebodies · 4 months
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How do Cannor and Minthara deal with culture shock in their relationship? Like differences in etiquette or general stuff like that?
Tav Deep Dives: Cannor/Minthara Culture Shock
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Excellent question, thank you! I’m not a drow lore expert so I’m going from what I know of her in-game personality and my homebrew headcanon of his, and will toss off bulleted observations instead of making this a Full-On-Thesis-Essay about Cannor (my utterly ordinary human swords bard) and the killer-drow-paladin love of his life. This will still probably be long and messy, so thanks also for the indulgence.
Our couple's in-game canon ending was destroying the brain and then leveraging that notoriety to take over the city. They’ve accurately concluded that exploiting all their cumulative alliances is the best way to accomplish this, and to do so tactfully they’re posing as performers to tell their own story (because they hate Volo) and remind everyone what they’ve done. However, as @coolseabird noted in their question, there’s still tons of cultural differences with this couple and honestly I’m not sure how long they’ll last post-game. If they do, it might go like this:
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Cannor and Minthara are both mature enough to realize that they've got lots of frictions—little and large—that could derail their relationship. When you’ve lived your life a bit (which at 37+ human years he has, and 200+ elven years she really has), you learn that great gobs of Your Past can be jettisoned at will when no longer relevant. Her story has plenty of this (which you likely already know), but the bard’s background has his share too, on a different scale. With so much of their past selves abandoned, our heroes are free to focus on mutual loyalty, devotion, and common goals—in a very “us against the world” way. He’s her home now, and she’s his purpose.
The primary cultural difference is obviously the surface-human-versus-Underdark-drow mismatch, but there are others. She's noble, he's…sort of, but much less so. She's feared and detested, both prejudicially and justifiably, but he can make friends anywhere. She will almost certainly outlive him. She obsesses over multiple schemes, but he can only focus on one project at a time. She can't shake homesickness, but he's returned to his adopted home city. I imagine they might deal with the day-to-day stuff with whatever (substantial) means they now possess, since money is no object:
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Acclimating to Baldur's Gate, in both its old ways and new/rebuilt ways. Cannor's adopted home has changed a lot during his 7-8 year banishment, so rediscovering the city through Minthara's initial experience of it can expose and interrogate aspects of it he's taken for granted, and can help her understand surface culture using the city as a good, bad, or neutral example.
Avoiding danger. He still doesn’t truly understand that people can try to get to her through harming him which—if they finagle their way into a prominent position of leadership—can still happen. Acquiring a dwelling that is well-appointed enough to sate her tastes, but modest enough to avoid the wrong kind of attention (say one that straddles the Upper and Lower City, or even the Wyrmway, which is canonically what she'd choose) is essential. It would delve underground enough to suit her sunless sensibilities, and be secure enough to soothe her paranoia about political retribution or anti-drow prejudice. More practically, she can use this to show him how to appreciate staying in one place. They can each have a corner to retreat to and recharge, to “enjoy their time alone as they enjoy their time together,” as it were.
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Resolving the issue of "servants", because as someone who's comfortable with menial tasks like cooking, he won't have it, and as a noble-born she's got lots to learn about self-sufficiency. This might be a big sticking point, but perhaps not an insurmountable one given their maturity and backgrounds (more on the latter below). But at some point, she's gotta put recent lessons in humility to use, and he may appreciate that having someone take care of the basics allows them more time to manage their various plots and plans.
Homesickness: Should she miss her banquets, there's enough gold to import rothé ribs, fungal delicacies and spiced Ulaver wine for special occasions (Astarion’s underdark connections are handy!). Furthermore, learning Drowic and Undercommon is a good educational challenge for him.
Family. Whatever desires Minthara may or may not have for children, let alone a "new dynasty", she understands this situation is not ideal for that. Like Mary Stewart's Uther and Ygraine, Cannor and Minthara are lovers for each other, with not much left over for anyone else—and that means a family is unlikely. But to be sure, they agreed to check in with each other every five years or so. At their age, though, there's only so much time.
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Speaking of age, that specter is always there. She is much older chronologically and used to outliving lovers (for different, deadlier reasons), but he fears becoming so feeble and useless as to embarrass her. She has not yet convinced him that embarrassment won’t happen, because deep down she may not be sure of it herself. The best thing they can do about this is appeciate each day with each other—which they've learned to do via the whole defeat-impossible-foes adventure that threw them together in the first place.
Minthara’s already had to give up a good many trappings of her upbringing (let alone the more sociopathic ones of her past), but she’ll always lust for power and control. Luckily for her, Cannor’s past—he’s the bastard son of a long-lost noble mother—is exploitable. Done tenderly and considerately, but done nonetheless. He barely remembers his mother, and she’s realized those hazy memories are more idealized than true, making him miss the idea of someone and not the actual person.
She’s accurately guessed that as long as she can approximate some of that, she can feed that need, but his lack of focus can rankle. His ambitions are too inchoate; he always needs a project but can only handle one at a time. Why not put those charismatic talents to a use beyond self-pitying confessions? He must choose a direction in life, and she needs that to be what they can do together.
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Cannor is discovering what living with a noble—even an exiled one—is truly like. They don't always see eye to eye on ambition. He said things during the game that he didn’t mean to get on her good side, because they had more urgent problems. He hoped destroying the brain would keep her from getting in over her head again. Their current shared goal of taking over the city will either unite or break them forever.
Living together and truly knowing someone can grate within the strongest and longest relationships (let alone those with Big Plans). The opposite of love is not hate—it’s apathy—so if it’s not cultivated constantly, passion can curdle into an aggravated hate that only lovers know. Our power couple understands this, so they’re lucky that their relationship is acts-of-service based and realize they both have to work at it every day. If they last, it’ll come down to that. Wish them luck, because they’ll need it.
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ronaan · 6 months
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the grove is really one of those plot points where, if you don't get into it and find all information, you just accept the simple answer and move on. like at first glance, it really seems like kagha just sucks and is drunk on power, and that's the end of the conversation. but that's really not it. not to take any credit from her, mind you, she does undeniably suck and i fucking hate her. h o w e v e r. pretty much all druids at the grove suck.
if anything, kagha is a weak link, and she folds real quick if you try to persuade her. most other druids do not. and i do mean most. vast majority. they continue being racist towards the tieflings and express their genuine hatred for outsiders who are "polluting" their precious grove even after the ritual is stopped and kagha expresses regret over her actions. in addition to them, rath does not dare properly stand up for a child who is about to get killed, who - if you call him out on what might have happened if you didn't step in - just shrugs and says "well, damn, something bad i guess". and nettie's immediate instinct is to kill you simply because you might potentially pose a threat at some point. you, still a person, of sound mind and all. but you might become dangerous, so really, the only answer is you die.
halsin has not been gone that long. this isn't kagha's influence or even just the druids coming to their own conclusions about the world with time. this is specifically the environment he fostered. and yes, he does admit that he was a bad leader in act iii, but 1) it is brushed off by many as simple insecurity rather than the very true fact that it is, and 2) it is not enough to simply acknowledge it. not to mention that, if you discover the shadow druids' plot, he also very quickly jumps to "maybe they were right" upon seeing the state of baldur's gate, his first instinct is clearly their horrific ideas.
the dude sucks. i'm so serious rn, he sucks. like in a very real but subtle way that pisses me off.
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tamedstray · 8 months
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𝐕𝐄𝐑𝐒𝐄𝐒 𝐀𝐍𝐃 𝐓𝐈𝐌𝐄𝐋𝐈𝐍𝐄
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Depending on his age, Vigor will behave very differently. These are just his canon verses, but since this blog is multiverse, I am happy to make changes big or small to help plot something fun together ♡
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𝐓𝐈𝐌𝐄𝐋𝐈𝐍𝐄
𝐈. 𝐀𝐒𝐒𝐀𝐒𝐒𝐈𝐍
Aged 18-28, Vigor works as an assassin for his adoptive father, a Patriar named Irnvar, who raised him alongside three other boys. Since Irnvar can only have so many enemies, he may also help him with business affairs or gathering information.
        Most of the time he is in Baldur's Gate, but will travel in order to handle targets in other cities, and to help prevent building suspicion by staying in one city. Most of his kills are done through poison or sniping with a bow/crossbow. Occasionally, he'll attend parties to get to his targets, because who isn't a sucker for dangerous masquerade plots?
        While he never enjoys it, he can play the part convincingly when needed. As deception isn't his strongest skill, he relies on charm and persuasion, and will act this way for muses he meets at this time unless he knows them from earlier in life.
𝐈𝐈. 𝐄𝐗𝐈𝐋𝐄
Aged 29 to around 34-36. After confronting Irnvar, Vigor flees the city to try and make a new life for himself. While this is usually just outside Baldur's Gate, perhaps the Cloak Wood, the location is flexible. He will be incredibly paranoid and will be suspicious of any muses he meets during this time.
𝐈𝐈𝐈. 𝐍𝐄𝐖 𝐁𝐄𝐆𝐈𝐍𝐍𝐈𝐍𝐆𝐒
Aged around 34-36. Vigor can be found gathering poison ingredients, appearing more like a ranger than a rogue. He will initially be wary of muses, but soon recognise the need for allies. Progress will be slow, but he becomes less anxious over time. By Act III he is more light-hearted and playful. His personal quest involves confronting Irnvar, his earlier decision not to kill Gortash (optional part of his backstory.) Covers everything during the course of the game. Good play through default.
𝐈𝐕. 𝐑𝐄𝐁𝐎𝐑𝐍
Aged around 36-37. Anything following the events of the game. Vigor has gained a lot of confidence during his time with the party. At some point during the main story he will level up into a ranger and try to find somewhere nice to settle down, surrounded by forest and (ideally) accompanied by Scratch. While he can never be free from his past, he starts to accept it, and begins the process of rediscovering himself.
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𝐕𝐄𝐑𝐒𝐄𝐒
𝐌𝐎𝐃𝐄𝐑𝐍
Vigor attended a prestigious boy's academy where he excelled in history, dance, and botany. In order to pay for tuition, he got into some trouble as a young man, with his past still following him into adulthood. He now teaches at the academy, as well as helping out as a groundskeeper and library assistant as he continues to pay his student loan.
𝐅𝐀𝐍𝐓𝐀𝐒𝐘
For fandomless fantasy settings, Vigor's story remains the same, except he lives in a city named Serpent Sun, acting as a spy and assassin for Irnvar. The name who convinces him to leave Irnvar is unnamed.
𝐀𝐋𝐓 𝐅𝐀𝐍𝐓𝐀𝐒𝐘
Alternatively, Vigor is a spy and assassin posing as a diplomat for a shady and ambitious government that has overtaken his home nation of Sahhula, forcing him into their service.
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warsofasoiaf · 4 years
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Character Analysis: Jon Irenicus
Irenicus is a fun villain, and I think nailed one interesting element of writing down, that of bringing down the villain’s threat in an interesting and believable way. The hero typically grows in power in any story, not just in a game where your progression is literally your XP, but what the villain does, how they grow, is also interesting. If the villain is more powerful than the hero, and also does things to grow and learn, theoretically the villain should still be wrecking house. BG2 wove this into the story itself, where the more you learned about Irenicus, the less menacing he became, culminating into where he was arguably your lesser at the end: he was powerful but only aping what you were. 
Obviously, spoilers for BG2 abound.
Baldur’s Gate II introduces us to our villain almost as a cold open. Fresh off the high of defeating Sarevok, you leave Baldur’s Gate after being pressured to leave by “dark forces” and by those who suspected that you shared similar heritage to Sarevok. Seems a bit odd, honestly, to oust the Bhaalspawn with suspicion given that during the course of Baldur’s Gate I, you saved two of the Grand Dukes. It’s certainly understandable that folks would fear your heritage and you’d want to move on to greener pastures, but something more than a 3-minute cut scene would have probably set the scene better.
However, this opening, and the ‘cutscene’ that follows gives Irenicus a grand initial reveal to the player. This guy is an ultra-powerful wizard, and he speaks with a clinical detachment as he states: “It’s time for more experiments.” It’s a wonderful opening to illustrate exactly what you’re dealing with. He��s clearly interested in your godly soul, and exploiting it to some unknown purpose. What is unknown, as he gets called away by some unspecified intruders by a golem. In the next scene, magical traps are set off as an unspecified Shadow Thief gets disintegrated. Story-wise, this serves no purpose, it’s purely meant to be a way to show off the new spell effects and other cosmetic changes to the engine from Baldur’s Gate II, with the disintegration dust and the screen shaking. But it does help illustrate the power level that Irenicus is throwing around. Save-or-die spells were relatively rare in the lower level of Baldur’s Gate I, even Semaj, Sarevok’s mage companion, wasn’t firing off disintegration willy-nilly. Throwing around disintegration spells clearly shows that Irenicus is a new high-level baddy. Later we see that he killed characters from Baldur’s Gate I off-screen, Khalid and Dynahier, two of the three sets of paired companions from BG1. This gives their partners reason to join in with the player character, but it also serves to show his power; Irenicus is such a bad dude that he can wipe your party before the game starts, like he was getting coffee. It might be a cruel cut, but that’s its intent, to make the player character mad at the villain, to want to punch his smarmy face in.
Commensurate in the danger of Irenicus is the need to find out what’s going on. Irenicus clearly knows something about your godly soul and so you want to find out what he knows. Even for an upstanding lawful good character, growing in power means finding a way to effect good on a larger scale, and perhaps to overcome the evil in your tainted blood. After all, no matter how good you were in Baldur’s Gate I, you still were an incredibly powerful killer. Sure, most if not all of them were bad dudes, Mulahey the iron ore poisoner, the bandits of Cloakwood, the Iron Throne and their plans to take over the Sword Coast. But chaos and destruction follow in your wake, and that chaos undoubtedly would hurt innocent civilians; Saradush in Throne of Bhaal is clear of that enough. Even just knowing more about what is going on could better prepare you for the next Irenicus or the next Sarevok.
When you go through the starter dungeon (another piece of game design, you are being tutorialized but the pastoral instruction of Candlekeep makes no sense for someone who already had an adventure), pieces of the man start to fall into place. He holds a bunch of captive dryads as concubines to remind him of someone he lost. He keeps an immaculate bedroom for a companion that is never there, with an alarm ready to dispatch the golems to kill any who cross the threshold. There’s a woman that was in his life that is no longer there, and the loss pains him, or at least, it seems that it should. Chatter with Imoen and the dryads show that this mystery man is trying to elicit feelings that he had lost, and that’s an entirely different case of worms than pining over a lost love. There’s some element of almost-unwilling psychopathy to these actions. Other hints in this dungeon illustrate this as well. His servants, discarded in vats and forgotten about entirely, would at first evoke classical evil overlords casually disregarding their own subjects. He’s almost all of the way there, but there’s enough there that the player is suggested that there has to be something more to it than that. He does seem to have some sort of sociopathy to him, where people are objects that he can find fascinating but he has no empathy. We see this later with Wanev, who Irenicus spares solely because he was hit by a spell that left him a lunatic, which Irenicus found funny, the administrator of a jail for the insane now rendered an insane patient himself.
He is powerful though, that much is clear when you break out of the starter dungeon. His display of magic collapsed part of Waukeen’s Promenade, and when the regulatory magical body of the Cowled Wizards comes to shut it down, Irenicus is capable of swatting mages like they were mosquitos. Just like the Shadow Thieves that he had been fighting, Irenicus seems more annoyed at the interruptions than any physical threat posed by his myriad foes. He’s definitely a powerful wizard, and when he finally submits to the Cowled Wizards, he does so clearly as their superior, dragging Imoen along with him. It’s fairly plain from a game design perspective what Irenicus is doing; he’s going to Spellhold so you have to get there. Good characters want to rescue Imoen, evil characters want to interrogate him to unlock the power in your blood. Either way, the player character is given a goal, and Irenicus disappears physically from the story for the moment.
He isn’t absent though. In your dreams, Jon Irenicus waxes philosophical at the player character, evoking thought-provoking questions. He explains the paradox of your existence of being born of murder, given life from the act of taking life. He speaks about accepting the gifts that will be given to you, regardless of whether or not you want them. These dream sequences are clear upgrades in quality and presentation from the spoken-dialogue text boxes from the first game after you beat major milestones. David Warner does a great job here in delivering Irenicus’s lines, he feels like a evil mentor speaking about philosophical topics with the same detachment that he tortured the player character with in the opening. While we find out later that these dreams aren’t sendings from Irenicus but rather parts of your character’s godly subconscious, they suggest to the player going through Chapter 3 that Irenicus does indeed know a hell of a lot more about you and your godly blood, keeping the player interesting in finding out exactly what it is you need to find out. The other quests in Chapter Three don’t have much to do with Irenicus, aside from some random events with the guild war in Athkatla at night, where the player will find out pretty quick that one side is powered by vampires, the level drain and click-dialogue of “your blood is rather inviting” isn’t exactly hiding that there be vampires engaged in a secret war with the Shadow Thieves. Even then, it’s tangential. You knew the Shadow Thieves were attacking Irenicus, which suggests at least some level of camaraderie with the vampires, but as we saw with the deep dwarves in Irenicus’s lair, he doesn’t care about followers, and they might simply be disposable assets if anything at all. If you want to know about Irenicus, you’re going to have to get it from the man himself. 
Of course, as befits a high-level mage, Irenicus breaks out of the prison in a cutscene, kills the Cowled Wizards and goes back to whatever unsavory plans he thought up for Imoen, teleporting into the lobby and chewing the scenery with his “I CANNOT BE CAGED!” speech, reinforcing his position as the central big bad and confirming the Cowled Wizards as mere obstacles. This part of his plan has been made clear. Far from the meddling Shadow Thieves and Cowled Wizards, Irenicus can continue his experiments on Imoen in Spellhold, and it falls on the player character to go there and end it. Irenicus, of course, knows this too, and he makes sure he has contingency plans to deliver you to him. I’m of three minds on this. On one, he’s so powerful it seems that he is so powerful, and Amn so large, that plenty of these isolated areas within the continent would service just as well for Irenicus’s lair. Why waste time with all of this blah-blah-blah and just take what he wants? It’s not like teleport spells are beyond his ken. On the other hand, it’s a good way to break up into the freeform quest design that Chapter Three gives, offers the chance for your characters to level up and get cool gear, lets you rock the stronghold quests which definitely let you feel your class and increase replay value, and the idea of the forbidding wizard in the island lair is an excellent backdrop. On the third, it’s in-character for an immortal mage to have plans within plans, even to the point of complexity addiction, although his conduct afterward sort of torpedoes this idea. 
That is, after he recaptures you, he immediately goes back to work to his experiments, and after another trippy dream sequence with Imoen, you find his plan. His goal is to absorb your divine soul, taking it for his own. He doesn’t explain anything more, but now that he has you, he discards you just as he has so many others. Telling his sister Bodhi to dispose of you is what keeps him from being someone like the Riddler, since he’s actually going for a proper smart villain play and killing the soulless husk he leaves behind just in case he pulls a protagonist move and comes clawing back for his stolen soul. It’s Bodhi’s instability, her desire to hunt you brought on by her vampirism, that keeps you alive. After the player character becomes the Slayer, Bodhi tells Irenicus, but true to his condescending nature, he simply...ignores the PC, writing them off as someone who is going to keel over any second due to their lack of soul, completely oblivious to the fact that Bhaal’s avatar was the Slayer, and it’s clear that something is replacing the void that he left within you. The PC must effectively turn that dismissiveness against him, by releasing the imprisoned mages within Spellhold, from the powerful but mostly harmless Dili to the megalomaniacal Tiax. Yet this hard-fought battle does not end with Irenicus’s death and your victory, instead Irenicus goes to pursue his other, as-yet unknown goals while he sends another band of cutthroats to die at your hand. 
Yoshimo is sort of my feelings on this Irenicus’s Spellhold plot writ small. As powerful as Irenicus is, he really doesn’t need Yoshimo, not if he has Sarmon Havarian and so many others. Yoshimo shows up in the starter dungeon, and is useful if a bit obsequious in a “who me?” sort of fashion. He doesn’t have a really good reason to stay with the party from a story reason that he gives you. He could have said: “Hey, thanks for getting me out. Deuces!” Yoshimo’s geas gets him to want to stay with the party, otherwise he’s dead. In that sense, it makes sense for him to want to be with the group. And as the only thief who gains levels aside from the absolutely annoying Jan Jansen, he’s useful for dealing with annoying traps, because reloading a game because your main PC tripped a trap and got petrified is certainly frustrating. Game mechanics though, interfere with this. You as the player character have control over the six-person party and if you want Yoshimo to be there, he’ll be there, and if you don’t, he’ll sit in the Copper Coronet, geas be damned. He’ll stand right there until you go back in after the Underdark chapter, in which case he flops over dead and hardly anyone cares. That’s a system engine limitation certainly, but it’s remarkably clumsy. What is good though, is Yoshimo’s regret during this. He knows he has to betray you and is forced to do so, and he genuinely likes you. The writing that happens is crisp, Yoshimo truly does apologize and Irenicus backs up his dismissive assholery by telling him to shut up. When Yoshimo confronts you in Spellhold, his writing is crisp. “No redemption, and no second chances. My heart to Ilmater.” He fights you and goes down swinging (which was annoying the first time I played because he had the Celestial Fury +3). And you can actually take that heart to Ilmater, occupying a valuable inventory space through the next chapters until you can reach Waukeen’s Promenade again, where you can choose to forgive him or not, but give the heart to Ilmater either way. It would have been saccharine to restore Yoshimo, but this way, I feel, is more powerful in a world with such powerful enchantments to see the effects on the people whose lives it ruins. So the game can be clunky at parts, and Irenicus can be as well, but there’s true craft and joy in it.
Back to Irenicus though, we get the sense of more to him when we see the intro splash screen for the next Chapter. Making a dark bargain with the drow, we see that they have captured surface elves, one of whom immediately refers to Irenicus as Joneleth, suggesting a backstory far deeper as Irenicus immediately resorts to killing the prisoner after being the one to suggest interrogation instead of immediate execution, a lashing out that seems out of character for the clinically-detached evil villain we’ve been coming to know. The backstory is clear in the Forgotten Realms, the dark elves and surface elves are mortal foes and anyone who is known to the surface elves to ally with the dark elves is a great betrayal. As the PC goes through the Underdark and comes out, they are captured by the surface elves. Through a conversation with Eldoth, it can become evident that the surface elves know more than they are letting on, such as when they are the ones who suggest holy water and stakes to fight Bodhi, despite not knowing anything about either one of them. After you slay Bodhi and restore Imoen’s soul to its rightful place, you can call Eldoth out on it. Irenicus is “the Shattered One,” an exile of the elves, and it’s here that Irenicus’s story becomes apparent.
Irenicus was a powerful wizard and lover of Queen Ellesime named Joneleth. Yet in his heart, Joneleth yearned for more power and sought to take the essence of the Tree of Life, the lifeblood of the city of Suldanesselar, for himself and Bodhi. This dark ritual nearly killed many that existed within Suldanesselar, and so Joneleth and Bodhi were punished, stripping their elven nature and immortality away from them, leaving them with a mortal lifespan, thus Joneleth became Jon Irenicus, the Shattered One. Bodhi sought to become a vampire to transgress the mortal years she had, but Jon had felt that it degraded her to that of a high-functioning beast. Irenicus’s scheme was far more grandiose if also possessing an elegant simplicity: he lost an immortal soul and so he needed to take one for himself. The Bhaalspawn was the perfect choice, powerful enough to defeat Sarevok and awaken the power within, weak enough to be captured and have the divine soul snatched away. With his stolen soul freshly acquired, Irenicus now looked to the second part of himself, to revenge himself on the elves. The dark elf invasion ultimately failed, helped out by the PC butchering the leadership of Ust Natha, but Irenicus is still going with golems and summoned demons to destroy the city, usurp the power of the Tree of Life, and complete his long ago schemes. 
I... I do not remember your love, Ellesime. I have tried. I have tried to recreate it, to spark it anew in my memory, but it is gone... a hollow, dead thing. For years, I clung to the memory of it. Then the memory of the memory. And then nothing. The Seldarine took that from me, too. I look upon you and feel nothing. I remember nothing but you turning your back on me, along with all the others. Once my thirst for power was everything. And now I hunger only for revenge. And I... WILL... HAVE IT!!
When confronted by Queen Ellesime, she even asks if there was any part of him that remembered the love he had for her, and the PC sees that it’s her that was in his mind for the beautiful bedroom way back in chapter one. It was almost certainly her that Irenicus thought of when he was with his dryad concubines. And when she poses that question, he answers with the above quote, that he feels nothing. While it seems like this is a loss of depth, that he’s just a flat character, I don’t think this is the case. Irenicus had the chance to change, for self-reflection. Instead, he remembers it as all the others turning their back on him, without any recognition that his schemes nearly killed them. It’s the classic abuser mentality, how dare you make me do these things to you. When his victims tried to defend themselves, he lashed out and remembers only their ‘cruelty’ to him. It’s this that makes Irenicus, for all his great arcane might, so small. Where before he was this intimidating figure, now he’s a petty man, and fittingly, it’s here that you can kill him. Temporarily, at least, because there’s still one more dungeon. Irenicus and you are still battling for your divine soul, and after a few self-reflective quests of your own, you duel Irenicus, who dies pitiably, torn to shreds by demons as his power fails him. It fits the heroic and thematic heft of the arc. As you grow in power, Irenicus diminishes in threat. He was your torturer, an inhuman menace, then he became just a man, torn apart by tiny demons that you probably could take down by the truckload. 
There’s good things to learn here. Irenicus isn’t a super-unique villain, although some of the villain tropes are personalized for the sake of the Baldur’s Gate story specifics. But he does his job admirably. David Warner’s voice work, and the special effects (pretty good for when the game came out in 2000) really was able to sell Irenicus as an enjoyable villain. 
Thanks for the suggestions, Anons who were looking forward to this.
SomethingLikeALawyer, Hand of the King
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Angst 1? for whatever you'd like~ give me the angsttt
[Ok so I’m bad at angst angst but... here we goooo. Borrowing @inkberrrys Vehnrix because  our Tief’s are like siblings and why the heck not lmao. Baldur’s Gate 3 spoilers kinda but not really?]
#1: "do you love them?" swapping just a lil bit
It had been a long day.
It had been a long week. Month, months? How long has it been since she’d been captured by Mindflayers and thrown into this chaos?
Adalyn doesn’t quite remember anymore. The days have been too busy, too hectic and tiring and dangerous.
She’d hoped they’d have found Alexi, by now - some trace of him, dead or alive, so that she could at least know - but her brother had been unaccounted for amongst the Tieflings of the Grove, and even now, as they draw closer and closer to departing for the city, he remains unfound.
Adalyn is tired, and angry, and more terrified of the tadpole in her head then she’s let on. She needs to be Strong - that’s what a Big Sister does, right? Tries to seem strong?
She at least has the party with her - has Vehnrix, who sometimes acts so much like Alexi that it hurts her heart. He is a welcome presence, and she knows that she is as much a comfort to him as he is to her - his past has not been happy.
Eyes flicking away from the fire, she finds her gaze drawn as it always is to the white haired elf sitting on the other side of the camp, his own gaze on the sky above them.
And, there’s also...
“You’re drifting again, Ada.”
Adalyn starts at her name, shooting Vehn an apologetic grin. “Sorry, Vehn. Just tired... it’s been a long day.”
“Definitely - luckily, you weren’t alone in the healing department today.” Vehnrix grins widely, giving her a wink, “Though I’m sure you’d have gotten us through, no problem.”
“I try my best.” she laughs, allowing her gaze to wander back to the fire. They fall back into a comfortable silence, listening to the crackle of the fire and the rustling of the wind through the trees.
Her gaze inevitably finds it’s way back to Astarion, the man now lounging on his bedroll in a way that makes his hair nearly glow in the moonlight.
“Do you love him?”
The question catches her off guard, it’s spoken so quietly. Adalyn turns back to Vehnrix, brows furrowed.
“What?”
“Do you love him? Astarion.” Vehn jerks his head at the elf, gaze holding hers, “You’re always watching him, at camp - I can see the look in your eyes.”
“I...” Adalyn scowls, taking a moment to consider. Thinking about the times they’ve been together - twice, now - and when he’s kissed her, or fed from her. There are very, very strong emotions there, bonds between them, but...
Finally, she licks her lips, saying “Love is a big word, Vehn. I... care for Astarion, quite a bit. We are... lovers, I suppose. But life is so strange right now. It’s hard to say... I don’t know how he feels, really. Or what he’ll want, once we’re cured.”
“I feel fairly safe saying he’s going to want you, Ada. Because he watches you all the time, too.” Vehn gives her a wide smirk when she looks at him again, “You’re also the only one he’ll go running into a fray to help, y’know. Anytime there’s an enemy on your ass - bam, Astarion’s there with a dagger in their back.”
“Hmm...” Adalyn squints at him for a moment, lips pursed. Then she reaches out to ruffle his hair, grinning at his annoyed hey!
“Maybe. We’ll see. I guess my answer for now is... it’s complicated.”
“Ugh, join the club.”
She manages another grin, not arguing when Vehn pops his head on her shoulder - leaning her cheek against his hair, careful of his horns. It’s a pose she’d sat in with Alexi many a night - and one she’d adopted with Vehn almost from the beginning.
It’s comfortable - and she almost misses Astarion sitting up from his lounged position, stretching like a cat, and then looking directly at her, red eyes bright and knowing.
Then he smirks, and her heart flips, as if to call her a liar.
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hermanwatts · 5 years
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Sensor Sweep
Science Fiction (Kairos): Congratulations to Analog for coming up with a more concise and even lamer award name than the Montgomery Burns Award for Outstanding Achievement in the Field of Excellence. Then again, that award was created because Burns accidentally emasculated someone. The Astounding Award specifically recognizes emasculation.
Cinema (Walker’s Retreat): This is not just corporate fan fiction. This is everything that fan fiction routinely gets shat upon put forth front and center, and passed off as “original”. Yes, right down to all sorts of contradictory narrative incompetence and Very SMRT Boy signalling. Yes, we get exactly what Rey Sue was going to get at the end: a galaxy where she’s the only Force User, making The Force Is Female a literal fact. We get the last of the Original Trilogy notables dredged up and abused in service to Rey Sue before being removed from the stage.
Gaming (Niche Gamer): Frozenbyte has released another new trailer for their upcoming space sandbox game,  Starbase. The new trailer, which you can find above, shows off the physics and mechanics involved in creating your own starships in the game.
Here’s a rundown of the game.
Fiction (Jon Mollison): As part of the on-going effort to challenge indy writers to do better, let’s take a look at two of the most popular guidelines: “Avoid passive voice,” and, “Show don’t tell.”  To do so, check out the masterful opening to The Scarlet Citadel, by the king of sword and sorcery, Robert E. Howard.
Television (Wasteland and Sky): Now, am I arguing sitcoms are on the level of high art that have been usurped by pretenders looking for its glorious crown? Hardly. What I’m arguing is that it’s another medium that was usurped and replaced by those who wanted to use it as a weapon, and then destroyed.
Sword and Sorcery (DMR Books): When “The Shadow Kingdom” by Robert E. Howard appeared in the pages of Weird Tales, no one would have guessed that it would continue to provide inspiration for fantasy authors for ninety years and counting. This remarkable story is often pointed to as the beginning of the sword and sorcery genre, although this opinion is not unanimous.
D&D Gaming (Polygon): One of the most delightful surprises of E3 2019 was the announcement of Baldur’s Gate 3. Die-hard fans of Dungeons & Dragons and computer role-playing games in general were ecstatic to learn that Larian Studios, creators of the excellent Divinity: Original Sin franchise, will be handling the project. Those same fans were notably confused, however, by the in-fiction timeline of Baldur’s Gate 3.
H. P. Lovecraft (M.C. Tuggle): How is it possible that the feverish works of a writer who died in poverty and obscurity more than 80 years ago still matter?
And yet they do matter, and to a growing number of fans and admirers. Here are three recent takes on Lovecraft’s continuing popularity, all from vastly different points of view, though they agree Howard Phillips Lovecraft has something to say to modern audiences.
Biography (Gardnerffox.com): This book is far overdue! Why wasn’t this book written twenty years ago? The comic book and pulp paperback industries, primarily American, brought the majority of what the world consumes as entertainment, today. It should go without being said that most of the people creating for these two industries would not have known the impact their work would have on generation upon generation of creatives.
Fiction & RPG (Cirsova): In the past, I’ve made the dangerous claim that good short fiction, like the kind you read in the pulps or in Appendix N, poses a threat to a product-driven OSR whose focus has moved away from systems and into settings materials and modules. My reasoning is that a short story is far easier to digest and build a game around than your typical Gazetteer-style setting product with its oodles of townships, kingdoms, persons of personage, blah blah blah.
RPG (Rlyehreviews): One of the issues with RuneQuest—recently and beautifully republished as RuneQuest Classic by Chaosim, Inc.—was what it hinted at and did not provide. It hinted at a setting, that of Glorantha, which we know of today in all of its richness and detail through numerous roleplaying games and supplements.
Fiction (Adventures Fantastic): Jack Vance was born on this date, August 28, in 1916.  We lost him on May 26, 2013.  Vance was a master of both science fiction and fantasy.  He often wrote in a highly stylistic manner.  I first read Vance in The Hugo Winners, edited by Isaac Asimov, when I was a freshman in high school.  That volume contained “The Dragon Masters” and “The Last Castle”. 
D&D (Skulls in the Stars): As long as I’m still on an old school kick, let me try and catch up with all my posts from twitter! Part 1 of Old School Dungeons & Dragons on the blog can be read here.
Without further ado, here’s part 2! N4: Treasure Hunt (1986), by Aaron Allston. The first thing you may notice when looking at the cover is that this module is unusual in that it is for 0th level characters! What is the deal with that?
Gaming (Postmodern Pulps): Today I just wanted to highlight the wargame I am most invested in on an emotional level – Games Workshop’s Warhammer 40,000. For those who don’t know what it is – I’ll do this REAL QUICK – a bunch of British tabletop miniatures folks had a set of wargaming rules called Warhammer. It had armies of Elves and Dwarfs and guys with swords and pikes, and orcs and goblins, even skeletons and ghouls and “chaos” warriors and monsters.
D&D (Brain Leakage): Last week, I talked a little about the corporate same-y-ness that overtook later editions of D&D, and how it differed from the kitchen sink, anything goes weirdness of 1st Edition AD&D. That post was written largely in response to a recent episode of Geek Gab.
Macabre Science Fiction (Old Style Tales): After 1906 Wells’ speculative fiction output had rapidly dried, and was only sporadic (and never particularly effective, unique, or good) after that point. During the fifteen years that he did write speculative fiction (which, to clarify, includes sci-fi, weird tales, ghost stories, horror, mystery, fantasy, alternate history, apocalyptic fiction, utopian fiction, and paranormal: all genres which Wells contributed in sizeable ways), Wells wrote nearly two dozen short stories of horror and the supernatural, most of which were of high literary merit as well as being entertaining. fter 1906 Wells’ speculative fiction output had rapidly dried, and was only sporadic (and never particularly e, unique, after that point.
Science Fiction (Tellers of Weird Tales): As I have thought more on it, I see that a distinction can be made between two types of projection, speculation, or extrapolation in science fiction:
First are things that don’t change. These are easy to project into the future because what is true today will also be true tomorrow. I’m thinking specifically here of human nature. If you write convincingly about human nature, your story can never be obsolete. Witness the Iliad and the Odyssey, composed nearly three millennia ago and still comprehendible to us today because its people are real.  
Tolkien (Alas Not Me): If much of what we have seen in the first three chapters of Book Four traces a descent for Frodo, the next three chapters will show his path turn upward again. For the pity he showed Gollum is Frodo at his best, and confirms the good opinion Gandalf and Bilbo have of him. Soon, though, and in the name of his quest he uses the Ring to dominate a Gollum whom he would not kill and could not set loose. 
Fiction (Postmodern Pulps):  I wanted to highlight a series of fiction anthologies being put out by Wolfpack Publishing, and curated/edited by Paul Bishop, a retired LAPD detective and venerable novelist. The first anthology, Pattern of Behavior I read as soon as it was released, and while not every one of the stories was entirely my bag, so to speak, all of them were well-crafted tales from highly-talented authors.
Sensor Sweep published first on https://sixchexus.weebly.com/
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