Heyy it's me again! Can I ask for another headcanon? I love your writing SOOO MUCH
So, in my Astarion romance play through the possible answer "maybe you need a friend rather than a lover" hit me and I was wondering, what about Astarion with a Tav who slowly becomes his best friend, making him realize that friendship exists? I dunno how to explain it better, just Astarion and Tav being BFF!
Thank you in advance, hope you're doing ok and drinking enough water <3
Hello again! :D
TYSM dhdhdh <33. And this did just make me go grab water so yup drinking well. That line you’re talking about- I really wish there was some way to choose it in game and then maybe after defeating Cazador get together once he’s in a more stable mindset. But welp, we take what we can get
Anywho, let’s do this
Tav & Astarion Besties
• Tav starts doing little things on the road for him, and it drives Astarion crazy at first as he tries to repay each and every little deed so he never falls in their debt
• They make sure he has some dead animal to feed on at night if they aren’t comfortable with offering their neck themself. They offer to fix his hair since he can’t see himself in the mirror. They just… want to hang out with him. And that confuses him to no end, because surely they’re expecting something in return
• So he tries flirting. Seducing. But they just chuckle at his advances or jokingly flirt back in a way that makes him question if they’re being serious or not
• Suffice to say, he’s baffled in the beginning
• After a bit of his advances clearly falling short, Astarion is at a loss. Because he doesn’t know what he can offer them if not for his body. Doesn’t understand what they want from him
• Then the Araj encounter happens, and they back him up. Support his autonomy. And… Astarion starts to realize that maybe they don’t want something from him
• Maybe, after all these years, he’s found someone good. And he can’t tell if he hates that or is relieved
• Still, he clarifies with them, and when they say that he truly just needs a friend, and they want to be that friend… he needs time to adjust
• He still reverts to teasing or lightly flirting, but over time chuckles with them at a corny line or bad pun he’s made. He finds it liberating, to joke about something he’d relied on for so long. To be allowed to find it cheesy
• They help him get used it saying ‘no.’ Start by just asking absurd things of him to get him to scoff and incredulously turn them down. The word feels less foreign on his tongue after a while
• Astarion would get in the habit of saying ‘no’ before doing something anyway. He likes how the words sounds. Tav asks him to pick up something they dropped? “No, darling, get it yourself” as he proceeds to grab it for them regardless.
• Friendly insults and banter. Astarion would enjoy having someone to fire back and forth insults with without it meaning anything.
• Gossip. You just know that once they’re close enough, Astarion would enjoy leaning over to whisper little gossipy comments into someone’s ear. “Oh, gods. The man two seats to our right has the hair of a straw broom. We best stay away, lest he shed on us.”
• Inside jokes. Astarion has always relished in causing a bit of havoc and confusion, so making Tav randomly burst out laughing by making a comment in the middle of camp that no one else understands is highly entertaining for him. Especially if they couldn’t possibly explain why it’s so damn funny
• Just… having a person to sit in silence with sometimes. Especially at night, if he’s had a nightmare. He doesn’t want pity. He just needs to lay eyes on another living being for a while. Tav has woken up multiple times to him watching them sleep.
• Eventually, getting used to small points of physical contact. High fives. Fist bumps. Astarion doesn’t understand the point of such gestures, but still has to stifle a smile whenever Tav bugs him into giving them a high five.
• Talking him out of ascension. Tav being living proof that there’s more to people than wanting to use him for his body or affections. Proof that he can have a life surrounded by close friends, and that he can be a good friend
• They’d still visit his grave together. It’s something he needs another person there for, since he doesn’t even know how he’ll react to seeing it after so long.
• Astarion sewing up patches in Tav’s clothing. Or fussing over their hair. Using the excuse of “we’ll be seen in public together, and I cannot be seen with someone who looks like they’ve crawled out of a sewer. Your appearance is part of my public image.”
• Tav running after him when the sun begins to burn him again. Sitting with him until the sun goes down, knowing him well enough not to mutter any reassurances that may be taken as pitying. Sitting there in silent solidarity and offering a hand for him to hold should he want it.
• If they don’t end up near each other, writing letters and visiting often. Always bringing random little trinkets that he’d complain about taking up space or being a pain to carry around, but keeps protectively
• Joining him to search for a cure to his vampirism later down the line.
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;R1999 - Self-Aware AU
Headcanons about an Alternate Universe in which everyone knows they're living inside a videogame. However, Vertin is the only one aware of the entity inhabiting her own mind, the real conductor - the "Player".
this is one of my favorite AUs to slap on whatever media I'm into so here we are <3 not sure if anyone's done this already, but PLEASE PLEASE PRETTY PLEASE link me if you've seen any other ppl write for this AU! this one and any actor AUs are my absolute fave
this is just a word vomit introduction for fun, to get the basic ideas out of my head, so I can start writing for characters individually!
Okay, okay! First of all, some context for the AU before I go deranged overexplaining my HCs!
Aside from the "Storm", there is something else that haunts the people of this world: the fact that their lives are nothing but a simulacrum, part of a game.
The requirements to obtain this "self-awareness" is unknown. Those within the Foundation believe it's related to their respective "roles", that only the main and relevant characters are given the chance to fully open their eyes to the truth. Those within Manus Vindictae claim that one must be strong enough to break through the fog of complacency and their assigned scripts, to have their full potential unleashed and obtain true liberation. Either way, similar to the "Storm", this is a well-kept secret for a very good reason - everyone wants to have the upperhand.
There is one outlier to this whole system. Vertin is not only aware of the truth of this world, but also of her duty as the eyes and hands of the "Player". She must experience it all for their sake. Or rather, whatever she experiences will be the story that the Player will see.
This applies to her suitcase, the place where the Player's influence increases tenfold, bending everything and everyone to their will through her own body and voice. The longer one stays within her suitcase - or within her general vicinity - the easier it is for them to become self-aware.
How does one become "self-aware" and what does it entail?
The requirements and the catalyst for a character to become self-aware are still a mystery. But that's mostly because I specifically wanted to keep them as vague as possible, to allow some flexibility for NPCs and other characters outside of Vertin's suitcase.
The whole process of gaining sentience or self-awareness is mostly described as waking up from a nightmare, or a very, very realistic dream. It's like a switch, something that happens in a second without any warnings whatsoever.
I like to think that most of the people who wake up are easy to spot, because it's a jarring experience and panicking is the most normal reaction - but that they're often taken care of by the Foundation or recruited by Manus Vindictae.
The levels of awareness also depend heavily on each individual - some only know that nothing is truly real, that everything they've done up until that point was just a carefully scripted lie, the most basic realization. Others can understand the rules that govern this game and use them to their advantage, either through observation and study or just inherently.
Overall, the experience of being sentient varies as well, with some describing a disconnect from their body, while others feel exactly the opposite. Again, keeping it pretty vague so that people can fill in with their own ideas!
I'll talk about Vertin's case in detail when we get to her specific bullet point, but the same way the Player is able to experience the "story" through her eyes, she's able to see the same things they do - this includes the UI, the menus and everything you can interact with in-game.
Vertin as a character and a vessel for the Player.
The most common thing I've seen in self-aware AUs in my years of fandom is to turn the player stand-in (the main character that serves for the player to experience the story through and/or project onto, depending on the genre of the game) into an obstacle, one that keeps the characters from truly interacting with the Player, capital P.
The second most common thing I've seen is to simply ignore the existence of this player stand-in and replace it with the Player themself, either through isekai methods or thanks to the customization the game allows, etc etc.
When it comes to Vertin in this AU, I know I want her to retain her role as the center of everything, instead of being sidelined by the Player. She's THE Timekeeper, after all.
There's still some details I'm trying to iron out, like whether she's always been self-aware or if she became self-aware at some point during her childhood at the St. Pavlov Foundation. But I like to think that her relationship to the Player is a parallel to her immunity to the "Storm" - neither of these two things are inherently good nor bad. Surviving the "Storm" is helpful, sure, but it's painful for her. Having an entity like the "Player" haunting her is scary, sure, but it can be an advantage. It's a matter of how she utilizes the assets she was given, since her adaptability and determination are big aspects of her character. Vertin makes up for her mediocre arcane skills with unconventional plans and strategies.
But this isn't to say that Vertin isn't affected by the presence of the Player. Ironically, she's the one person whose freedom is limited. During battles, her skills and Tuning are available to you, they can also prove to be vital to win a fight, but in the end you're still the one calling the shots and choosing when her friends get to attack. You're the one choosing the layout of the Wilderness. You're the one picking which one of her friends deserves to become stronger.
In the last bullet point I mentioned that some characters can understand the rules of the game - Vertin is the most extreme case, as she can see the same UI as you do. She learns the way you like to fight your battles, your own strategies, she can see this and more.
Overall it's a very complex dynamic. It's not as easy as saying that she likes or dislikes you, that she considers you a friend or foe. You're part of her, you influence each other in many aspects and are stuck together for reasons she can't even fathom. While you may be able to read her thoughts most of the time, she becomes invisible once you enter the suitcase - the main menu of the game. Sure, the character you selected to greet you every day is actually talking to her, not you, but she's out of your view and therefore, out of our range. That's when Vertin wonders the sort of person that you are, if you care about her friends as much as she does. Are you playing just to be entertained? Are you invested in these events? Will you be there for her until the end of her story?
Another detail I like to think about is that Vertin is the only one who knows your name. Because at the very beginning, you were asked to input a name and she was there.
[screenshot was taken from this video, since it's the first one I could find that showed this specific part of the game lol]
Well, "your name" not quite right - she knows that whatever you wrote there is the name linked to your account, at least. And that's the name she knows you as.
Those who take residence in Vertin's suitcase or spend prolonged amounts of time with her, growing closer to her and all, end up becoming self-aware. This is a direct side-effect of your presence.
I like to think that characters who reach the 100% Bond can begin to sense the Player, to see the world in a similar way as Vertin does. Maybe even feel their presence EXACTLY like Vertin does whenever there's a battle. There is someone else on the other side of this screen, the fourth wall, who watches over them.
To some, it's hard to differentiate Vertin from the Player, as they just go hand in hand - but Sonetto, for example, has the easiest time telling the two apart.
On the subject of freedom and acting out of script.
The Foundation, Manus Vindictae, Laplace... It doesn't matter if they're self-aware and acting outside of what their script dictates, because they're missing one key ingredient: you. No one else but Vertin and her group knows about your existence, after all.
They don't know that the only story that matters is the one that Vertin is part of. The one that the Player gets to see and read and experience. And because the game gives you a very limited view into the lives of these characters, you don't know what neither Arcana nor Constantine do behind the scenes. You and Vertin don't see that, therefore, it never truly mattered.
Those most likely to start "acting out" are the troublemakers within Vertin's suitcase. Characters who are too curious for their own good, who are more susceptible to supernatural entities, who are just too impulsive - they would start to test the limits and see how far they can go, how much they can interact with the Player. Can the game be broken should they end up shattering the fourth wall? Is there a way for the Player to communicate with them? What will happen to Vertin?
I like to think that Vertin probably supports this, as she's rather curious herself, prone to questioning everything. She would also like to learn more about the Player, to truly tear into the game and see the full extent of your influence and her freedom.
Sometimes, Regulus and X will change their usual voicelines, just enough to be noticeable if one pays enough attention. Characters like Sotheby or Leilani might slip up and address the Player, rather than Vertin. Lilya, Pavia, Bkornblume have new animations and different expressions, ones you've never seen before - they stare ahead, as if searching for something, and then smirk or hum to themselves, deep in thought, like they realized something you're not privy of.
Sometimes, if you leave them as your selected assistant on the main menu, you can catch them muttering to themselves - idle quotes you never heard enough, about the outside world. Diggers does this the most, it's almost embarassing how easy it is to catch him talking nonsense, followed by Sonetto. If you leave Medicine Pocket alone for too long, you might come back to a screen covered in weird scratch marks.
On the subject of these characters being curious about the outside world and all, I think that a good chunk of them are generally content with the way things are?
We have to remember that in-universe, they're arcanists displaced from their respective eras. Their best chance at surviving is siding with Vertin, and if Vertin is content with the way things are, then there's no point in trying to disrupt what they have right now. They're curious enough to prod, but only as far as Vertin allows it.
And I think that's it for the word vomit!
There are some details I didn't know where to fit in, like the possibility of the fourth wall slowly dissipating the more time the Player invests in the game, leading to some characters being able to directly hear you if you talk while playing and whatnot. Or what would happen should someone outside of Vertin's suitcase figure out the existence of the Player, let alone interact with you in some way.
Or the concept of death being meaningless, unless it was pre-established by the game itself.
In Borderlands, there's this game mechanic where you can just be revived over and over and pay a percentage of your money as a fee, even though the canon that's established is that you play through the whole story without dying a SINGLE time - because the revival mechanics aren't canon. There's the divide between story and gameplay. That's pretty much the standard. But what about the deaths in battles in R1999? The amount of times I died to 1.3's UTTU's Flash Gathering is insane. How do self-aware characters feel about this, now that they know that they're bound to die over and over and be brought back because you have to do your Pneuma Analysis or reach the final stage of Limbo?
But that's pretty much it for now, I think I got most thoughts out of my system! Thank you for reading!
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