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mercurypilgrim · 19 hours
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this is gonna sound really bitchy but some people really need to learn to realize when someone isn't talking to them. if you don't like beans then the lady posting a bean soup recipe isn't fucking talking to you. if you dont like reading then the people who post about the books they're reading aren't fucking talking to you.
I wanna start saying "not you, rabbit ears" bc that's what my dad always said growing up but idk if the tone will come across.
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mercurypilgrim · 2 days
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as much as i love to see evil twisted little freaks, there is just something way more compelling about characters who are unflinchingly Good and kind despite the horrors they've endured
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mercurypilgrim · 3 days
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My interpretation of Haarlep’s true form.
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mercurypilgrim · 4 days
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aint no way this penitent comes with a free vampire
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mercurypilgrim · 5 days
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Tumblr Top 3 for 2023
Links to original posts:
Three Panel Comic - Breakfast [link]
Happy Longest Night [link]
Gale & Tara [link]
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mercurypilgrim · 6 days
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Slayer form but give it werewolf dynamics
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mercurypilgrim · 7 days
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The durge spesific voice lines are… fresh?
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mercurypilgrim · 8 days
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mercurypilgrim · 9 days
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the dark urge
please do not come for me these are just my takes and opinions on the durge route, as someone who has run it through a few times and is pretty familiar with the lore in regards to the previous games. also massive spoilers below. like if you do not want any dark urge spoilers stop reading now.
The Dark Urge (henceforth referred to as DU), whether approached narratively as resisting or as succumbing, is more of a solidly fleshed out origin for a customizable player character compared to Tav. The reason for this is because the DU follows the precedent set by the previous Baldur's Gate games where the main player character is a Bhaalspawn. (If I recall correctly, that was also the intention for BG3, but it was scrapped and the origins split to allow for a fully customizable option).
I'm not going to get into the history of the Bhaalspawn, save to say this much: The protagonist of BG1 & 2, Gorion's Ward, is referenced on rare occasion throughout a DU playthrough and is implied to be dead. (Though they are never named as Abdel Adrian from the TTRPG canon, it is implied that it seems to be following a blend of canon from BG2 and the TTRPG canon). Bhaal, who had split his divine essence into his many children, relied on their deaths and a ritual so that he could return--in a physical sense--to the planes and reclaim his godhood as the Lord of Murder.
You, BG3 DU protag, are crafted purely from Bhaal's divine essence. This was confusing to me at first, because I had believed Bhaal incapable of having any more mortal children (due to not having a physical presence), but it is implied that Bhaal's spiritual and divine essence is strong enough to form you from himself, he is merely lacking the ritual that would return him to physicality. Which is where you come in. And, Orin, I guess.
Because you were crafted from Bhaal, it is implied that any cultural or genetic claim (such as half-elf, dragonborn, or whatever race you choose) is but Bhaal's mimicry of what those stereotypes should be. You're a killer, a Bhaalyn through and through, and you'll be the one to slay the world and slit your own throat on the carcasses left behind to bring about Bhaal's return. The only thing is, you got cocky. Confident. Comfortable. Careless. You got comfortable in your alliance with Gortash and Ketheric. Orin was jealous and wanted your blessing--your place as Bhaal's chosen--, so she struck you down, muddled your mind, and infected you with a mindflayer parasite. That's why you have no memory, and why you ended up on that ship.
So, here you are. You have no memories, but you have a rage and a disgrace and a vengeance you can't quite place. You've got an urge telling you to kill, kill, kill.
Pause. In previous games, the Bhaalspawn protagonist didn't have a "dark urge" that caused you to want to commit violence or murders outside of your control. (Not including Siege of Dragonspear (2016), which does include one uncontrollable murder. This DLC was released as a bridge between BG1 & 2 and came out after the pitches for BG3 had begun). It's implied that this is because of your pure divine creation--think Jesus. Think godspawn. God and mortal. That's what you are, murder incarnate.
The main crux of the DU run, then, becomes this: what do you want to do with this? There are a few paths laid out before you, but the narrative is pretty clear: you are a killer, and you'll always be a killer. This is where I first ran into my concerns with the DU; I was afraid it was going to be an edgelord-y, murderhobo-y playthrough that sacrificed story and companion mechanics for the sake of a bloody kill and edgy narration. I was pleasantly surprised to find that it wasn't the case, because the story unfurls really well no matter which way you go.
A friend of mine played the DU run totally evil; every bad option, every urge indulged, so I asked them what they thought of it. They said it "It definitely involved a lot more violence and death than [their Tav] run, but it's not like [they] murdered everyone [they] came across", and "It did feel a lot like someone very confused with themselves becoming very drunk with the power that comes with the urge".
I played my two DU playthroughs in two parallel ways. The first being Kyr; a DU who wanted to resist his urges and talked a good talk, had a good heart, but at every major moment, he failed to resist and ultimately succumbed back to Bhaal's embrace and became his Chosen.
My other playthrough is Nyris; a cynical, mistrustful bastard, he started out a little rocky, but growing with his companions caused him to reject the evil in his blood despite his other moral shortcomings; in the critical moments, he rejected Bhaal's influence and overcame.
How the DU presents to me, then, is this: nature v nurture. Which will win, which will overcome? By playing Kyr, it felt as though the nature was his driving force. It didn't matter how removed he was or how hard he tried to convince others that he could do better--how hard he could try to convince himself he could do better--he was already doomed by the narrative. Bhaal's manipulations drove him back home, and he didn't even realize that he'd been sucked back into the cult until it was far too late.
But, then, what about Nyris? To him, it felt like nurture. If you remove the cult from him, the indoctrination, what was left? A man struggling to make his own identity, but among those who reaffirmed it every chance that they could. He relied on his own strength and that of those around him to overcome, even if he was unsure, afraid, doubted. It feels like the nurture, or lack thereof, of Bhaal and the Bhaalist cult meant that he was free to grow and learn away from it.
It's something I find further supported in conversations with Jaheira and Minsc, who both talk about "their Bhaalspawn companion", otherwise known as Gorion's Ward from the first two games.
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[ID: Minsc: "If Minsc did not inherit the flaming red hair of his mother, or the bushy red beard of his father, why would the spawn of Bhaal inherit his wickedness?"
Kyrran: "We should talk about nature versus nurture some day."
Minsc: "It is simple. As with all battles, the winner will be the one that carries the bigger sword."]
So, in my opinion, the personal arc of the DU and one that the player must engage with is the idea of nature versus nurture, and how your DU will cope with the revelations of their paths in light of the new memories and friendships that they have forged. That's not to say you can't always swing to one extreme; never indulge or always indulge, it's still digging into that nature versus nurture idea.
There is, also, the more overarching theme of BG3 in regards to breaking cycles of abuse, power, and control. If you lean into the idea of nature v nurture, and you realize that there were originally foster families involved in the upbringing of the DU (before said families were murdered, or the DU stolen away by the Bhaalist cult), you have to consider two things:
1.) Bhaal is comparable to both Shar and Vlaakith as gods that indoctrinate their religious followers, and
2.) Bhaal is comparable to Mystra and Cazador as those who take control of a severe power imbalance to inflict their will.
The narrative informs you, if you accept Bhaal's gift as Chosen, exactly the consequences that will fall upon you. It is the same as the consequences that are so heavily explained to you in regards to Shadowheart, Lae'zel, Gale, and Astarion.
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[ID: *A gift from your god, your Father. An offering of his affection for you, or confirmation that he owns you.*]
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[ID: *For a moment, the brine-pool of your brain clears. To die: to rest, to save the world from yourself. To accept, to become his prophet - in any disobedience, subject to his lash.*]
A lot of people say that the DU run is the "evil" playthrough, and it truly isn't. Just like any of the other decisions you make in this game in regards to your companion quest, it is a question of power and control. Power you give up by rejecting Bhaal is also control that he loses over you. Power you gain in accepting him, to exert over others, is also the control he will take. It's up to you how you will approach the DU, but I think it is shortsighted to say it is the "evil" playthrough if you are not fully engaging with the themes. You can make all of the good options that you can make with Tav--but you are fighting the narrative. The narrative has a plan for you. If you want to resist, you will have to fight for it.
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mercurypilgrim · 10 days
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Im of the full (possibly delusional) belief that Durge is not the species that they physically appear to be.
You’re telling me this being crafted from nothing but bhaal’s flesh and his blood - this demigod - is actually a dragonborn/tiefling/human/elf/etc.
No. This thing is bhaal’s flesh and it just happens to look like that. They’re an imitation of a species, they’re not truly a (full)mortal being, they have no heritage aside from bhaal.
As a result I’m sure there’s some…oddities.
For example, a demigod child, not fully mortal. I doubt they adhere to the lifespan of whatever species they look like. Looking younger than they should. (less so perhaps with long lived races like elfs and half-elves where that is par for the course).
A dragonborn durge that by all accounts looks like a blue dragonborn but their breathweapon is acid. A tiefling durge that seems to be a Mephistopheles tiefling but they cannot cast mage hand, instead smiting like a zariel bloodline tiefling.
An elf or tiefling durge that doesn’t read as fey or infernal trough identification spells. Because they aren’t either of those things. Perhaps they could read as divine but not quite.
Members of a race that durge is supposed to be looking at them and sometimes when making eye contact they read as wrong. And some kind of uncanny effect triggers in their brain.
Give me more freaky durge who isn’t really what they appear to be at all. Just a little murder demigod crafted from dead god flesh to be the shape of something else.
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mercurypilgrim · 11 days
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Rough concepts for a masquerade ball in the upper city with subterfuge missions and a dance with your companion. One can dream 🥹
who should i draw next for the ball? XD
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mercurypilgrim · 12 days
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Halsin joining our camp to see that the guy who played with the tiefling kids is now a devil, some pasty elf is biting people in their sleep, a githyanki and goth girl are slapfighting, there's a tiefling on fire, and that wizard just ate a pair of gloves.
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mercurypilgrim · 13 days
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blushy astarion because why not
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mercurypilgrim · 14 days
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Please make a post about the story of the RMS Carpathia, because it's something that's almost beyond belief and more people should know about it.
Carpathia received Titanic’s distress signal at 12:20am, April 15th, 1912. She was 58 miles away, a distance that absolutely could not be covered in less than four hours.
(Californian’s exact position at the time is…controversial. She was close enough to have helped. By all accounts she was close enough to see Titanic’s distress rockets. It’s uncertain to this day why her crew did not respond, or how many might not have been lost if she had been there. This is not the place for what-ifs. This is about what was done.)
Carpathia’s Captain Rostron had, yes, rolled out of bed instantly when woken by his radio operator, ordered his ship to Titanic’s aid and confirmed the signal before he was fully dressed. The man had never in his life responded to an emergency call. His goal tonight was to make sure nobody who heard that fact would ever believe it.
All of Carpathia’s lifeboats were swung out ready for deployment. Oil was set up to be poured off the side of the ship in case the sea turned choppy; oil would coat and calm the water near Carpathia if that happened, making it safer for lifeboats to draw up alongside her. He ordered lights to be rigged along the side of the ship so survivors could see it better, and had nets and ladders rigged along her sides ready to be dropped when they arrived, in order to let as many survivors as possible climb aboard at once.
I don’t know if his making provisions for there still being survivors in the water was optimism or not. I think he knew they were never going to get there in time for that. I think he did it anyway because, god, you have to hope.
Carpathia had three dining rooms, which were immediately converted into triage and first aid stations. Each had a doctor assigned to it. Hot soup, coffee, and tea were prepared in bulk in each dining room, and blankets and warm clothes were collected to be ready to hand out. By this time, many of the passengers were awake–prepping a ship for disaster relief isn’t quiet–and all of them stepped up to help, many donating their own clothes and blankets.
And then he did something I tend to refer to as diverting all power from life support.
Here’s the thing about steamships: They run on steam. Shocking, I know; but that steam powers everything on the ship, and right now, Carpathia needed power. So Rostron turned off hot water and central heating, which bled valuable steam power, to everywhere but the dining rooms–which, of course, were being used to make hot drinks and receive survivors. He woke up all the engineers, all the stokers and firemen, diverted all that steam back into the engines, and asked his ship to go as fast as she possibly could. And when she’d done that, he asked her to go faster.
I need you to understand that you simply can’t push a ship very far past its top speed. Pushing that much sheer tonnage through the water becomes harder with each extra knot past the speed it was designed for. Pushing a ship past its rated speed is not only reckless–it’s difficult to maneuver–but it puts an incredible amount of strain on the engines. Ships are not designed to exceed their top speed by even one knot. They can’t do it. It can’t be done.
Carpathia’s absolute do-or-die, the-engines-can’t-take-this-forever top speed was fourteen knots. Dodging icebergs, in the dark and the cold, surrounded by mist, she sustained a speed of almost seventeen and a half.
No one would have asked this of them. It wasn’t expected. They were almost sixty miles away, with icebergs in their path. They had a responsibility to respond; they did not have a responsibility to do the impossible and do it well. No one would have faulted them for taking more time to confirm the severity of the issue. No one would have blamed them for a slow and cautious approach. No one but themselves.
They damn near broke the laws of physics, galloping north headlong into the dark in the desperate hope that if they could shave an hour, half an hour, five minutes off their arrival time, maybe for one more person those five minutes would make the difference. I say: three people had died by the time they were lifted from the lifeboats. For all we know, in another hour it might have been more. I say they made all the difference in the world.
This ship and her crew received a message from a location they could not hope to reach in under four hours. Just barely over three hours later, they arrived at Titanic’s last known coordinates. Half an hour after that, at 4am, they would finally find the first of the lifeboats. it would take until 8:30 in the morning for the last survivor to be brought onboard. Passengers from Carpathia universally gave up their berths, staterooms, and clothing to the survivors, assisting the crew at every turn and sitting with the sobbing rescuees to offer whatever comfort they could.
In total, 705 people of Titanic’s original 2208 were brought onto Carpathia alive. No other ship would find survivors.
At 12:20am April 15th, 1912, there was a miracle on the North Atlantic. And it happened because a group of humans, some of them strangers, many of them only passengers on a small and unimpressive steam liner, looked at each other and decided: I cannot live with myself if I do anything less.
I think the least we can do is remember them for it.
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mercurypilgrim · 15 days
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Shout-out to mutuals for sharing the little guys in their heads for free
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mercurypilgrim · 16 days
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mercurypilgrim · 17 days
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Pour one out for all the stories you'll never find again, that you barely remember in totality, but that left an impression on you that you'll never forget.
The short stories from standardized tests that you only had a few minutes to read, but those minutes will last a lifetime.
The books on the library display shelf you used to occupy time until your mom could come pick you up from school.
The graphic novel you picked up when you were first getting into comics and could never find again.
The single lines or themes from stories you otherwise don't remember, save for the one thing that you saw and internalized as a new part of your personality.
Let's pour one out for the books that built us, even if we never could find them again, and couldn't of we wanted to.
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