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#Alice utterly ignores turn order while fighting because that's not really a thing in BITD
victorluvsalice · 3 months
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AU Thursday: Valicer In The Dark Vs Baldur's Gate III
Okay, so, yesterday I happened to mention that I'd gotten into Baldur's Gate III -- and that a certain Crime Trio of mine (based on an entirely different RPG, I might add), had decided to lay claim to it as a potential AU of their OWN AU. No, I don't know why I'm like this either. *sigh* Anyway, there's not really that much to it at this point in time -- while I have spoiled myself on the story (and seen a bunch of cutscenes thanks to my friend @gaydragonwizards), I haven't actually played that much of the game itself and thus don't know exactly how the trio would react to EVERY quest and NPC in the game. I do know some basics, though:
-->The AU starts with the Nautiloid happening to pop into the Valicer In The Dark universe by mistake while navigating -- the mind flayers decide they may as well abduct some people while they're here, and unfortunately Victor, Alice, and Smiler, walking the streets of Six Towers, are in range of the tentacles and taken aboard to be infected
-->Smiler wakes up in the canonical pod and finds their way to Us, saving them and immediately bonding with the little intellect devourer ("I'm a they/them too!"); Alice wakes up in a different pod nearby and is the first to meet Lae'zel, and helps her fight the imps; and Victor wakes up in the same room as Shadowheart, and is working on freeing her when the others arrive -- they get her out, get to the helm, and manage to fight their way to the transponder and connect the nerves
-->If you're wondering about potential language barriers, one of the good things about the tadpoles randomly connecting your mind to other people's is that it allows you to pick up Common super fast -- I basically see them getting a bit of an "information dump" on a few key things about the reality they're currently in during the initial connections
-->Also, in the process of freeing Shadowheart, the group find that woman in the other room and mess with her console, accidentally causing her to change -- a creepy moment made even creepier by Victor's Ghost Mind ability letting him briefly see the woman's soul escape...and then burn up as she transforms into a mind flayer. We will come back to this later
-->After the crash landing, Victor, Alice, and Smiler are very confused when they wake up to see a blue sky...and then, after waking up Shadowheart and being told, essentially, "it's blue because it's sunny?" are utterly GOBSMACKED to find themselves in a world with an ACTUAL SUN. Though shock and delight quickly turn to "oh wow, this is actually a lot hotter than we're used to, we need to find lighter clothes fast" XD
-->From there, they pick up the rest of the companions and work their way through the main plot, hoping to both find a way to get the damn tadpoles out of their heads and get home (because as nice as a world with a sun is, it's not Duskwall, and Smiler in particular would like to see their parents again plz)
-->Naturally, being pretty good-hearted people, they do the nice versions of the quests and help people out as much as possible -- though, also being a group of Shadows who nick things and sabotage schemes for their living, I can see them offering tips to the gang of tiefling children thieves and scam artists to help them in their chosen path. XD Also, Alice probably has to be talked out of killing Kagha right then and there when she threatens Arabella, and I'm not sure the snake survives THAT little encounter. Alice has a thing about people threatening children, as you might expect!
-->I foresee a lot of confusion on both sides about how different Duskwall and the Shattered Isles are from Faerun -- not just the sun thing, but also Victor having access to an entirely different form of magic (Gale in particular is like "wtf is this??? This is not Weave???"); the group not knowing what horses or cows are (both animals are extinct in their world) and having to be introduced to them -- while, on the flip side, being perfectly cool with eating rat; and the trio being briefly like "well, it's horrible what happened to that poor woman on the Nautiloid, but at least her ghost won't be slowly going insane and trying to feast on the life essence of the living" and the others being like "what." Leading to Victor, Alice, and Smiler learning that this world has an afterlife and being like D: as it dawns on them that the total destruction of the soul is not an accepted way to keep the world from being riddled from ghosts here. (The others are once again like "what the FUCK is wrong with your reality?")
-->Smiler spends a good portion of the early game looking for Us, before finally accepting sadly that the intellect devourer probably didn't survive the crash...and then they get to the mind flayer colony under Moonrise in Act Two and "Friend! You found the helm!" :D They are beyond happy to see Us and won't hear a word said against them from the other companions (who are naturally BAFFLED as to why Smiler wants an intellect devourer as a pet) -- and Us, for their part, is entirely loyal to their friend Smiler and all THEIR friends, because the kindness Smiler showed to them on the Nautiloid caused them to bond more closely with them than the rest of the hive :) Victor and Alice warm up to the little thing pretty quick, while the others...well, they get used to having a brain wandering around pretending to be a kitty. XD
-->Part of me would like Shar to somehow be responsible for the Shattered Isles no longer having a sun...and thus be real annoyed that people are still living in that world eight hundred and forty-seven years later (as Alice puts it, "you brought the darkness, and we just lit it back up again")
-->And in the "overpowered nonsense that wouldn't make it into any actual story stuff but is fun to think about," I enjoy pondering the possibility of the trio, when faced with the Avatar of Myrkul, using Victor's Whisper ghost-fighting stuff on it -- and successfully forcing it into a spirit bottle. I imagine the other companions would be like "how the FUCK did you bottle part of a GOD?!" while Myrkul would be just "...guess it beats dying again." Oh, and Withers finds it hilarious in his droll way. XD Bonus points for talking to Myrkul about what the damn plan with the Absolute even gets him, Myrkul realizing that he's somehow been had by the Netherbrain, and switching sides against his former compatriots because, yeah, this mind flayer invasion does NOT benefit him in any way, wtf.
-->Or, if you would like DIFFERENT godly intervention, I did have an idea where Mar-Mal is also able to access Faerun through the blessing they gave Smiler, and uses its influence to protect Smiler from the tadpole instead of Smiler having to rely on the Dream Visitor and the artifact. They task Smiler with spreading their influence and getting worshipers so Mar-Mal can do more on this plane, and Smiler happily talks up their god to anyone who will listen (also sharing what samples they have left of their Joy Serum). And fortunately for them, people are willing to throw at least a few prayers the way of a god of pure happiness...meaning that during the endgame, when it's time to fight the Netherbrain, Mar-Mal's gotten just enough power to come into Faerun, filling the sky with spiral clouds as they manifest. The gang still has to fight the Netherbrain, but it's easier as the Netherbrain is, um, a bit distracted trying to not be mindwarped by Mar-Mal! XD And once the threat is defeated, Mar-Mal is able to open up a temporary portal to bring Victor, Alice, and Smiler home. With the implication that they could get back eventually...like, say, in six months to catch up. :p
Whew -- bit more than I expected here! I don't know if anything is actually going to come from this -- I mean, I definitely have to get the REGULAR Valicer In The Dark stuff done first -- but it's fun to think about as I play the game. And it has inspired me to make a few not-incorrect quotes/shitposty scenes...
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