Tumgik
#anyway becoming the dragonborn really complicates this plan like. MOST severely
Note
For the story ideas folder "You Drew Stars Around My Scars" have definitely caught my eye!
Also hope you are doing good, Elm!
First of all, Crys, hiiiiiii! I'm doing okay! I hope you're well! ✨ Second, I just want to thank you for asking about "You Drew Stars Around My Scars" and to apologize for the person I'm about to become.
Are you ready for it?
"You Drew Stars Around My Scars" is a The Elder Scrolls V/Baldur's Gate 3 crossover that will likely never see the light of day for several factors, such as the number of WIPs I have, my original novel, school, and, oh, the fact that I've never played BG3 My MacBook Air cannot handle those demands. DESPITE THE EXTENUATING CIRCUMSTANCES!, I just think the game is neat and have been sucked into it in part by Astarion. Mostly Astarion . . . okay, entirely.
Background information: Ever since I started writing Keeping Count, I knew Bishop was lifted from Neverwinter Nights and that it was a D&D-based game. And I guess that's why someone mentioned Astarion as a palette cleanser to me a few months ago, shared universe and all. And my initial perception of the character was so cool that I vaguely entertained an alternative Keeping Count where Astarion shows up, seduces Leara from Bishop, and probably sexy stabs Bishop or something. And then I didn't really think about it again. For months.
Then my brain went back to it and Astarion and BG3 and I cried a bit when I realized that my laptop couldn't play the game. I'm fine. And you know what? @cosmermaid is right: Leara deserves a better companion than freaking Bishop. Also please forgive my minimal BG3/D&D knowledge, 95% of which I've absorbed since like last Monday ish.
SO! "You Drew Stars Around My Scars" features Leara getting picked up by the Mind Flayer ship post-Sovngarde and taken via dimensional travel to Faerûn where, following the crash, she joins the usual party on a quest to get rid of the parasites. This Leara is very specifically taken after the planned Chapter 15 of Keeping Count for Reasons. Can Leara use magic in Faerûn since she's not able to draw it from Aetherius? No idea. Can she Dragon Shout? Also no idea. Transdimensional magic mechanics are weird. Regardless, Leara probably mentions something about being Dragonborn and gets weird and confused looks because her definition of Dragonborn is totally different from that in the Forgotten Realms. Linearly, I have no idea what would happen, but overall, Leara and Astarion both suffer trauma from following people who hurt them and they have complicated relationships with sex. They could have what could be a very cathartic relationship. Or I think so, anyway. Also, I kinda want to know if vampires react differently to the Dragonblood.
Symbolism in the story could heavily involve stars and light. Leara means "Light of the Sea" while Astarion means "Little Star". Leara is dependent on the stars for her magic but she's lost them, while Astarion wants to walk in the light even after the parasite is gone. There's no balance and it has to be found. They're both so cold and have lived in the shadows for a long time. There are dark versions of themselves they don't want to be anymore.
There's the possibility that, given her background in the Blades and Dominion, Leara might see through Astarion's mask in Act I. But she'd end up helping Astarion (and probably not giving on that she's on to him until later) because she's a bleeding heart. Two other very important things about this underwhelming but brain-rotting story: First, Astarion wouldn't ascend. We would need a Leara Disapproves sticker because she would not be for Astarion doing that. The second thing is, well, since motherhood is an extremely important part of Leara's character, I did pick out a name for a possible child. If Leara and Astarion had a daughter, her name would be Ilmarien, derived from Quenya, Ilmarë, meaning “starlight”.
Because after all this time, Tolkien elves still make the most sense to me.
14 notes · View notes
Text
Ok, here's how I'd set up an actual BNHA Elder Scrolls crossover in case I ever get around to write it:
1) While he's, like, 4 years old in his living room watching TV, Izuku's Quirk activates. It will not get an actual official name but we can call it Planeswalker Spark ala MTG. Basically kid can tear a hole through reality and launch himself into a different plane of existence, which is what Izuku accidentally does here.
2) It's a slow process tho, which gives Inko plenty of time to rush in from where she was to tackle her son away from the sudden green glow brightly shining around him, a impulse decision based on her Instinct to protect him at all costs, which only ends up with both of them getting sent to Skyrim.
3) Izuku incidentally also happens to be a Shezzarine. His quirk is a mutation from her mom's side, whose Quirks usually affect space in some way, and is completely unrelated to this. Anyway, he and Inko are on the cart to Helgen now, usual shit, The plot of Modded Skyrim takes places, with Inko taking on the brunt of the adventure and trying to shelter Dragonborn Izuku from his destiny.
4) After many trials and tribulations, 2 DLCs, 4 guilds, 1 Dragon War, several adopted orphans as well as so many quest mods it's unreal, Lucien Flavius and several members of the College of Winterhold manages to reverse engineer Izuku's quirk, and gives him an enchanted ring to better control it. Kid can now safely use it without risking ending up somewhere completely different from his planned location. Izuku is now 14 years old. He also had to do terrible things no matter how much his mother tried to shelter him and take the brunt of the war crimes. This leads to PTSD obviously, but also to a now blue and orange morality system, chief among them his general disregard with killing or not killing someone.
5) Getting back to 10 years prior, Izuku's Quirk causes a ripple in the Tachion Field surrounding earth, which is felt on I-Island. David Shield spends the remaining 10 years monitoring and trying to better understand the phenomena, since it could be revolutionary in the till then hypothetical field of time and space travel. When Izuku activates his quirk back 10 years later, I-Island has by then built a teleportation device, hijacking Izuku's trip and sending him to I-Island.
6) Meanwhile on a familiar junkyard, Hatsume Mei's scrappy device built via salvaged parts, spit and lots of duct tape comes to life on her back, individuating a sudden tear in the now constantly decaying Tachion Field. It's happening in the middle of the ocean tho, so she can't really deal with it now.
7) Anyway, David Shield needs Izuku at hand for his Quirk, but Izuku and his mom came back to Japan trying to live a double life since by then most of their friends and family are in Tamriel. Except, both of them have been declared dead for years, and Hisashi, the bitch, ran away with the insurance money, so they don't have a life to return to. David Shield can't let them get back to Tamriel tho, again, he needs Izuku on planet for his new research, bit also realizes that if he actually wants to leave he can't really stop him, except Izuku, you know, still wants to become a hero, just like his mom is in Skyrim. So they reach a compromise, he will try to get into UA, and will take a new identity as Mikumo Akatani, usual excuses to have Izuku get into 1-A you know?
8) Izuku can't really make his Quirk public tho. So, after forging his and his mother identities as a foreign dignitary from the states and her son, and his Quirk is listed as "Cataclysm" (The last perk in the destruction skill tree for a Fire (and Earth) mage in the Ordinator Mod). He is after all a member of the college of Winterhold, trained under the Great and Powerful Destruction Magician Uncle J'Zargo the Magnificent himself, of course he knows plenty of spells. However, he can't really explain all of them as one Quirk, or better yet, he can, it would just get really complicated, so he just goes "My mom can move things with her mind, my... Father, ugh, can blow fire from his mouth, obviously my Quirk is being able to control flames with my mind, usually from my hands but some times also via vocalisation."
9) Which means Izuku has to really contain what shit he can do. It's a very superman like situation, since he needs to remain in control at all times and also not slip up and pull spells he couldn't explain as his "fire" quirk, least people start asking questions. Some people however notice.
10) Tsuyu and Todoroki start an unofficial conspiracy theorist fan club over it.
Tsuyu was there with him at the USJ, where in his sudden hyperfocused competence over the crisis situation made her realize A) This is not the first time this boy has almost died in his life and B) Back in the water at the USJ, she could swear she saw his hands shining as some strange light washed over him, and she could swear he could swim as fast as her back then, and for such long periods of time she could swear he could breath underwater. That makes it really suspicious.
Todoroki sees another kid with a powerful fire quirk but also the signs of a hard life and who seems to not like his father, and instantly goes "Oh... same hat." So his conspiracy is that Izuku is actually Endeavour Bastard Son he had after a premarital affair during a visit to the states 14 years prior, and he has a corkboard to prove it. He also realizes that he's trying to contain his power just like he is, which makes him believe he too must have done a pledge just like him.
11) Shinso beats Bakugou on the first match of the tournament. Doesn't really matter to the overall crossover I just wanted to point this out.
12) Anyway, this explodes during the Sports Festival. It's Todoroki Vs Midoriya, and 1) everyone is comparing the two due to similar Quirks, which Izuku finds really unfair to both of them, 2) Todoroki is being a stubborn ass with his quirk and 3) Izuku can't really talk now l, can't he? That would make him an hypocrite, and he might be a Mage, an Honorary member of the Explorer Guild, a Dragonborn and also a Bard College Student for some reason, but he's not a hypocrite, so he just up and SNAPS because hey, maybe Todoroki will actually unleash his full potential if someone else does it first too.
13) So, Izuku Midoriya, on national television, starts blasting. Armour Spells, Ice Spells, Lightning Spells, Mind Spells, Water, Wind, Air, Poison, turns himself invisible, summons a Dremora Champion, shouts with the power of the souls of the Dragons his mother slew, Todoroki actually has to start using his fire but is mostly out of sheer survival now ("There is always a bigger fish out there, and one day you deciding not to use your full power just because of a stupid pledge will get someone killed. Trust me, I know. You better start realizing that now Todoroki"), and is still a close match because Izukus spells all start from his hands or mouth after all, and Todoroki has now something to prove more than ever.
14) Without his robes on tho, Izuku Magicka is depleted in the end, ending up in a tie as the two collapse from exhaustion. Rather than an arm wrestling match this time, Izuku is disqualified due to the sudden mutation of his Quirk. He's fine with it and probably expected it, bit this still bums Todoroki out, as well as all of his classmates and friends.
15) After the Festival there are 4 leading theories on Izuku now:
A) All Might, discovering via Tsukuachi that Izuku's identity is fake, as well that he looks a bit like a missing case kid from 10 years ago, AND knowing that AFO is back due to the USJ... Believes Izuku is a mole, and is working, willingly or unwillingly, for AFO after he was implanted with all those Quirks. He is now incredibly suspicious of him, and it kind of shows. Nighteye is on the same page despite not having talked to the man in years, and is subtly trying to have Mirio scout out the kid to see if he's a threat. Mirio is too much of a Golden Retriever to even realize what has been asked of him tho, and just think Nighteye wants him to befriend another kid with a promising Quirk.
B) Todoroki now knows the truth. Izuku is Monoma's long lost twin brother. His Quirk allows him to copy the Quirks of those around him (Iron Skin and Stone Skin would be Tetsu Tetsu and Kirishima Quirks after all, Invisibility is Hakagure, Fire and Ice are either his or Bakugou's, Lightning is Kirishima, and Tsuyu mentioned how he could swim and breath underwater while near her, meaning he was using her Quirk). He has connected the dots.
C) AFO still remembers his brother's lover, the stories she came up with, the long periods of times she was gone, only to return with a haunted look in her eyes... The powers she hid from him, thinking he wouldn't notice, the way she fled right after his brother lay lifeless on the ground, almost disappearing into thin air with his broken body... The family his brother hid so well from him, as if they were in another world all together... They never told him, but he knew, he knew she had some sort of Quirk, one that had been then inherited by this new Mikumo Akatani, so similar to HIM yet so different, back from the other world in revenge for his ancestor.
He has to capture that kid. He's family after all, and his quirk belongs to him, it's his by right as his brother's keeper. And with it, he will be able to extend his reach to worlds beyond his own.
D) the official version, the one David Shield puts out, is that Izuku's Quirk evolved unexpectedly due to the new environment he was in, mentioning it as a precursor of Quirk Singularity.
E) The only one who actually got it is Hatsume. She can tell Izuku is the source of the Tachion Spikes and subsequent decays as he "returns home" in Skyrim when leaving school, so she perfectly understands that he's a powerful warlock from across dimension who had come here with the power of science and unholy magic to infiltrate society posing as a hero. Obviously, she's going to help him do it becoming his evil vizier and grand artificer of course. Worst case scenario, she can now market the shit out of him as a hero using her babies, best one, he succeeds and she gets to rule Australia out of their "Deal." I say "Deal" because Izuku isn't even sure he got half of what she was saying, but she seems nice and if Skyrim taught him anything is that you should treasure everyone willing to be your friend, so they hang out together, scheming and plotting without even realising it.
Tsuyu however pretty much got the gist of what Hatsume was saying (it was a crowded lunch break after all) and while she does know Izuku doesn't seem the type of the interdimensional conqueror, she still decides to call dibs on North America in exchange of becoming his Grand Admiral.
And Who knows, maybe he'll end up starting an actual line of Dragonborn Emperors there too.
Anyway that's the rough draft.
10 notes · View notes
creativerogues · 5 years
Text
Programmed Amnesia
Programmed Amnesia
9th Level Enchantment
Casting Time: 8 hours Range: Touch Components: V S Duration: Instantaneous Classes: Sorcerer, Wizard
As you finish the complicated procedure necessary to cast the spell, your target’s mind opens up to you like a book. You see the target’s memories like stories and know that you can rewrite them as a master bard rewrites the inferior works of his apprentices.
You can selectively destroy, alter, or implant memories in the subject creature as you see fit. Casting the spell gives you access to all of the subject’s thoughts and memories, allowing you to implement as many of the following specific effects as you like.
Memory Erasure: Memories possessed by the subject can be erased at the caster's will, including knowledge of specific events, people, or places. You can erase up to one full week of memories from the subject’s mind.
Memory Implant: You can create false memories in the subject’s mind as you see fit. You can implant memories of being friends with a hated enemy, events that didn’t really take place, or betrayals by people the subject regards as friends.
Skill Erasure:The subject can be made to forget any or all class-based skills or proficiencies, spellcasting, or any other ability that stems from learned knowledge. 
The only characteristics that can't be affected by this usage of programmed amnesia are hit points, saving throws, and ability scores. A character's native language cannot be erased, either.
Persona Erasure: Combining the effects of a Skill Erasure and a Memory Erasure, this leaves the subject as a clean slate. 
You can choose to implant a false set of memories, build a new persona for the creature, alter its alignment, beliefs, values, and personality traits.
Only the subject’s ability scores, hit points, saving throws, and native language remain. The character may assume any class or alignment available, beginning as a 1st-level character.
Programmed Erasure: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. 
Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event.
What is Programmed Amnesia?
The nature of Programmed Amnesia is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is. 
The wizard must be able to see the spell's subject for the full duration of the spells casting. At the end of each day, the subject makes a wisdom or intelligence (caster’s choice) saving throw vs. the caster’s spell save DC to negate the effect.
Casting Programmed Amnesia
The casting time of this spell varies according to what effects the wizard wishes to impose on the subject. 
To cast just one of the listed effects, the wizard must spend two days secluded away from any distractions - a personal laboratory is a good example of a secluded place. 
In between the intense eight-hour casting sessions, the wizard can sleep and eat in the area they chose to seclude themselves in. 
If the wizard breaks his or her seclusion for any reason, the spell is lost. 
Also, for every effect over the first, another day (with its eight-hour intense casting period) must be spent in seclusion.
Using Programmed Amnesia in your Campaign
Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting. Programmed amnesia cannot be dispelled, and so is normally permanent unless you care to specify events that will end the effect. Its effect can also be removed by a greater restoration or wish spell.
I’ve most recently used this spell on the Dragonborn Wizard in the party when he kept trying and trying to infiltrate a restricted part of a wizarding hall in order to ‘borrow’ a bunch of their books and research on new spells, so he could learn how new spells are developed and create his own (homebrew) spells.
He was eventually caught (though under the disguise of a simple human working there as an assistant) and was brought to Lady Ossariph, one of the higher-up head mages of the halls.
She questioned him, he rolled pretty good on deception, and managed to lie his way through and stole a book of spellcraft in the process of very quickly exiting the halls of magic.
Several weeks later, and after even more attempts to infiltrate, he woke in the middle of the night to find a phantasm trying to strangle him. He couldn’t cry for help and was eventually choked unconscious and woke up in chains in front of Lady Ossariph, who proceeded to essentially torture and interrogate the poor dragonborn to find out what he was planning on doing with their stolen research, asking him if he was some kind of spy (because dragonborn are pretty uncommon in the larger cities) and she immediately knew that he was lying to her the second that she meet his disguised self.
And so, after the dragonborn answered a few of her questions (some not so honestly), the Lady using various magics to read his thoughts and know whether he was lying. 
And so asked him one last time if he intends on creating his own magic against the regulations set in place by the halls themselves, and said that he’d probably go to prison anyways, the Lady saying she could easily make him look like a spy from far away.
And after the dragonborn refused to answer her question on his intents of spellcraft, she decided to trap him there in his binds while she cast Programmed Amnesia over the course of several days, the party desperately trying to find their dragonborn friend, searching the whole city and going back to every place they had visited hoping to find him there.
Eventually the Lady finished her spell, and the dragonborn woke up in his bed just as the party arrived back at their makeshift headquarters of a tavern to find him.
They scolded him for leaving without telling him where he went, but he just gave a blank expression, seemingly no emotion to his face.
The Lady had made him forget all spellcasting he knew, and he had permanently forgotten about any venturing into the halls and essentially had become a blank slate of a man.
Now of course he wasn’t that way for long, the party eventually finding a way to restore his memories and finding out about the Halls of Magic and their dirty secrets about spellcraft, but for a few sessions, the dragonborn wizard was just... a dragonborn.
He learned his name again, but for a while he had no idea who he was, what he was, where he came from or even who these people he’s adventuring with are...
It was a great story arc, and a way to show just what happens when you start pushing your luck against a very powerful enchantress and try to steal her most precious work and research...
167 notes · View notes