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#no shit sherlock
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My therapist js told me that death is final, and that one's I'm dead nothing can bring me back. This is such a new information for me thank u so much u js realised I love being alive 💗 💖
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y-rhywbeth2 · 4 months
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Lore: The Bhaalspawn
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess and it's borderline impossible to cover everything. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
I decided to compile all of the information I could find/remember on the Children of Bhaal in one place; drawing on the original games, BG3, WotC "canon", and a magazine article written by the writers of the original games meant for playing Bhaalspawn in pen and paper games. There's a surprisingly large amount of information.
Also prodding a bit at the distinction between a Bhaalspawn, as in a quasi-deity, and their tiefling descendants, who are also called by that name.
As with all D&D lore, sources may conflict, but nevertheless, here it is.
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There are technically two variants of being that can be referred to as bhaalspawn (three, if we count the Dark Urge as something separate).
The term "Bhaalspawn" is usually applied to a Child of Bhaal, a quasi-deity who has the Lord of Murder for a father. Most are Demigods, born of a mortal parent, although Bhaal has seemingly also produced at least one Titan, who has no mortal lineage at all (hi, Durge). With the exception of that last one, they were all sired before his death during the Time of Troubles. Many, if not most, had Bhaal's priests as their mortal parent - willingly conceived as part of the greater plan to resurrect their god.
As is the norm for half-planar-half-mortals, the offspring of a Child of Bhaal will be of the planetouched (tieflings, aasmiar, genasi). As Bhaal is an evil-aligned god, his grandchildren and descendants are specifically tieflings (or some humanoid equivalent, if they have children with non-humans).
Each Child carries the divine essence of their father, woven into their very being (the god himself specifically derides them as having "borrowed" existences). This divine essence wasn't distributed evenly, and some carried more of Bhaal's taint than others. Some were aware of his influence acting on them from birth, and others never knew what they were until their more powerful and ambitious siblings came knocking to tear their essence out of them.
Being so tied to Bhaal, the souls of his children are inherently tied to him and the Throne of Blood - when they die their essence returns to him and takes their souls with it. A Bhaalspawn can worship another god and receive spells as a divine spellcaster if that deity accepts them, but there is no other afterlife waiting for them except for their father's domain. Specifically, this is the Throne of Blood, a section of Banehold (Bane's domain) which should be on the first layer (Khalas) of the plane of Gehenna (also known as "The Bleak Eternity of Gehenna"). Every single game has placed the Throne of Blood on a different Lower Plane (the Hells, the Abyss, the Grey Wastes), but none have used the one actually given in the tabletop canon, for some reason. Mount Khalas is an active volcano, hundreds of thousands of miles high with slopes of at 45° at their very flattest. The slope is generally more like a sheer cliff face, and falling may "completely shred" the would-be climber. The mountain floats in an infinite void by the border of the Nine Hells. The ground is full of bottomless black chasms and magma flows fed by "waterfalls" of the stuff, and the ground glows crimson from the heat of the molten rock. The air is clogged with pyroclastic ash and it's impossible to see further than a dozen feet in any direction. It also features the River Styx, a river polluted by all the filth and evil of existence that flows through all the Lower Planes. The next layer of Gehenna, Mount Chamada, is visible overhead, glowing faintly, "burning like a small, bloody moon." The spirits of the dead who are sentenced to this plane are those who were consumed by greed and a ruthless and insatiable lust for power in life; in death they are selfishness embodied. The domains of the deities who reside there are carved into ledges on the slopes. Banehold - also known as the Barrens of Doom and Despair - is "an inhospitable locale, filled with vast deserts of black sand and huge plains of dark granite." The sky is blood red and sunless. The only source of water on the plane is the Styx.
Some Bhaalspawn feel the pull of their father's domain so strongly that their soul can be pulled into Gehenna before they die. Should these individuals become sickened or injured enough they will fall into a coma as their connection to life weakens and their soul is dragged into their father's realm in the Lower Planes. It will return to their body once they're healed and that the pull of life is strong enough.
Some Bhaalspawn have reported the ability to "feel" deaths occurring around them, which is also said to be a pleasant experience that calls to them.
Due to their inherently divine nature, every one of them has the latent capacity for sorcery, though not all will manifest it.
It was originally claimed that all the Children perished in the Bhaalspawn crisis, however a small ttrpg supplement published by the writers in a magazine article (meant for playing Bhaalspawn as tabletop characters) claimed that while many died, including all the most powerful of their kind, many "weaker" Bhaalspawn survived the crisis.
There is conflicting information about the free will of these survivors following the foiling of Bhaal's first resurrection. As per the original game's canon, Bhaal's command over them is gone once broken, and these Children were free to act out their lives as they saw fit - bar stuff like the occasional nightmare and inherent urge to go on a killing spree. The power in their blood is their own to repurpose.
Baldur's Gate 2 presented the possibility of a Bhaalspawn being totally cleansed of their father's taint and rendered fully mortal and free of all divine meddling. 5e has retconned this in both tabletop supplements and BG3 canon, and posits that while one of the Children can (seemingly) be unchained from most of Bhaal's control, his divinity is an inherent part of them and they may still become pawns in his designs.
Judging by the first two games it seems that a Bhaalspawn's ability to resist their father's control is related to their own willpower and how tied to death and negativity they are. Being sheltered from death and suffering allows themselves to distance themselves from him, while exposure and harbouring feelings of hatred will destroy the barriers and push them closer.
One of the things Bhaal may try to push his children into doing is interfering with the plans of Cyric, who originally killed him during the Time of Troubles and temporarily usurped him as god of murder.
Bhaalspawn grow in power with age and experience. While signs can start early, by the end of their adolescence they will all have begun manifesting various abilities and signs. What defines "growing in power" is rather nebulous - in game mechanics it's tied to character levels. Technically, a Bhaalspawn could manifest the ability to create supernatural darkness and turn into the Slayer at age 17 and, by the time she's 18, have manifested as much as eleven more powers (and a plethora of dark influences plaguing her to go with them, including an addiction to killing). Or she could go her entire existence never having more than those two traits, a nasty temper, and some horrific nightmares.
Quasi-deities are immortal - ageless and unable to die from natural causes. While theoretically, a Bhaalspawn might not manifest this trait, it would conflict with other established lore on half-deities (because D&D lore loves conflicting with itself). Bhaalspawn immortality tends to kick in at any point in adulthood, at which point their age freezes. They could be in their twenties - and is more likely to manifest at a younger age, but theoretically it could kick in when they're 87 or older.
A Child of Bhaal can usurp their father and take his godhood for themselves: They must prove themselves worthy of being Lord of Murder by deliberately orchestrating a thousand innocent deaths (the method can be anything). They must seek out a portion of their father's flesh. Remnants of Bhaal's slain avatars, such as the remains of the Raveger in the Moonshaes, or traces remaining in the Winding Water from the Time of Troubles are recommended. Bhaal's actual corpse would've been in the Astral Plane, pre-Sundering. What one is meant to do with this chunk of flesh is unspecified. And then one is meant to present themselves for judgement by the overgod Ao, who will decide if they deserve the job. This seems to involve some kind of epic quest in a very dangerous location to prove oneself.
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The term "bhaalspawn" also seems to be applied to the tiefling children and descendants of the true Children. Tieflings descended from Bhaal show no outward signs of their heritage the way most other tieflings do, appearing as regular members of their species under physical examination and lacking strange quirks - such as those seen on tieflings descended from the god Mask, who cast no reflections. That said, planetouched descended from deities are known to bear birthmarks in the shape of their divine ancestor's holy symbol, so that might be the exception. Like many of the non-Asmodeus tieflings, they bear the taint of the lower planes in their being, and from birth they often feel it pushing them to bend to their whims. In the case of bhaal-spawned tieflings, these urges would be murder ideation and an obsession with death. God-descended tieflings are no more inherently powerful than the regular kind descended from fiends like devils, demons and night hags.
As with all of the non-Asmodeus tieflings, after the first tiefling grandchild the blood tends to go dormant and hide itself for generations, until it suddenly manifests in a child born to an unsuspecting normal family who is unaware that the taint of the god of murder lurks in their bloodline.
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There are various abilities (and side-effects) a Bhaalspawn might manifest. Interestingly, while a Bhaalspawn can manifest the vast majority of them, they will never manifest all the possible powers available to their "family." Meanwhile, the most powerful of them will manifest all of the dark urges and traces of evil that threaten to consume their kind.
There are no rules given for their tiefling descendants. Tieflings have been known to manifest a variety of quirks and spell-like abilities, such as those that have been provided for the Children of Bhaal, it's not unthinkable that their heritage may cause them to manifest one or two of them. Going off of the tiefling creation chart from 2e, a tiefling will randomly manifest one advantage, and one drawback.
So a grandchild of Bhaal might have poisonous blood and be unable to control herself from going berserk from bloodlust in battle. One might heal at an unusually fast rate and give off an aura of death that causes strangers to respond to them like they're a monster. Another tiefling may be able to temporarily boost his strength to impressive levels, but be consumed by the urge to murder.
While only the most powerful manifest every trait, the signs of being a Bhaalspawn include:
The undead can sense a Bhaalspawn if they're within 60ft of each other - so clearly that they can pinpoint their exact location. Even protective magics that should hide them from the undead's senses won't keep them from being aware of their presence, it will only prevent them from being able to know exactly where they're standing. In BG2, a vampire named Phlydian describes it as being able to "smell the murder in [their] heart."
Being around the Children of Bhaal triggers the fight-or-flight instinct and makes others uneasy; they give off an unsettling aura that causes those nearby to subconsciously pick up on them as predatory, and Bhaalspawn have a harder time convincing others to like and trust them. Divination spells that reveal alignment and intention will detect them as evil, regardless of whether they truly are or not.
Bhaalspawn are harmed by holy weapons, and those who are particularly murderous can also be harmed by holy water.
Bhaalspawn blood is black and viscous, and the divine essence within it calls out to the lower planes. A bleeding Bhaalspawn leaves a "scent" that calls to all fiends of the Lower Planes, including devils and demons. Even if it doesn't have the texture and colour, the blood is poisonous. If their blood enters the bloodstream of another being it will immediately cause weakness and fatigue. If the blood is not purged, the individual will weaken into a coma and eventually die. Of course this won't affect beings immune to poison. According to Phlydian vampires find the divine blood of the Children of Bhaal irresistibly "sweet."
They experience chronic, horrific nightmares that are traumatic enough to impair the demigod's daily functioning. These visions can occasionally be resisted through willpower, but not staved off indefinitely.
Bhaalspawn always want to kill, and may lose control of themselves in physical conflict, trying to strike at everything within reach. They struggle to restrain themselves, and limiting attacks to non-lethal damage requires will saving throws. They are reckless in combat, paying attention to little except slaughtering their opponent/s - not even caring about their own safety, The urge to kill can be a fundamental need, If not met, thoughts of murder slowly overwhelms their willpower, thoughts and their awareness of their surroundings, until they're finally driven to kill somebody. This urge cannot be sated by anything except for the murder of a sapient being. (This is similar to the effects of some hungers that affect the undead, causing them to devolve into mindless, feral animals driven by hunger - it may look the same.)
They are possessed by a constant undercurrent of rage, and when humiliated or frustrated they must keep a grip on their anger or slip into a state of violent killing rage not unlike that shown by barbarians in combat - their strength and endurance is greatly strengthened as they attempt to attack the subject of their ire.
They may actually find their sense of free will is innately weaker than that of regular mortals.
They are drawn to the sight of the dying and the dead, and take involuntary pleasure in the sight.
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Bhaalspawn are also known to manifest various quirks and spell-like abilities (which they can cast as three times per hit dice/character levels a day. So a level 12 Bhaalspawn with "death knell" can cast it 36 times a day). Again; not every one of them manifests every ability, many will probably never have more than two, but powerful individuals may still manifest most of them.
They are able to boost their strength to impressive or even superhuman levels (depending on base strength) for anywhere between 1-20 minutes.
They are immune to all poisons and toxins.
They are resistant to being wounded, unless the wounds are caused by an object made of or plated in silver. Complete immunity to being harmed by unenchanted weapons is also a possibility for the most powerful individuals. (I've never been clear on what damage reduction looks like - I suppose either it's harder to break their skin, or else the wounds simply close up or at least heal up a bit automatically.)
They can cure moderate wounds like a divine spellcaster.
If they touch a dying creature they can drain the remaining life-force from them, killing them and temporarily strengthening themselves (as in physical strength and hit points, as well as boosting the power of their spells) Some may manifest the similar ability to drain the life force from a target by looking at them, stealing their vitality to heal themselves. The target doesn't need to be dying, and may be perfectly healthy
They are unaffected by any but the most extreme of temperatures, to the point where they're resistant to elemental damage of that kind (this could be cold or heat, or both). Some Bhaalspawn are also resistant to electricity and any magic cast on them.
They can strike mortal dread into nearby beings.
They can use divine energy to smite their foes - or they can maifest it as a 20ft area of darkness and tangible evil ("cold, cloying and greasy" to the senses) that damages non-evil beings within it.
They can create supernatural 15-20ft clouds of impenetrable blackness that extinguishes all sources of light, as per the darkness spell.
One Bhaalspawn manifested the (involuntary) ability to instinctually teleport to safety whenever he panicked - this is just speculation, but I would assume this works the same as the ability available to Bhaal's Deathstalker priests; they can teleport to the Throne of Blood in the Lower Planes, and from there teleport back into Toril at any location not protected by warding magic.
And, last but not least, Bhaalspawn are known to be able to transform into the Slayer when particularly favoured by their father. In one, exceptional, case a Bhaalspawn was known to manifest Bhaal's other avatar; the Ravager.
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alliesway · 17 days
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mashkara45 · 4 months
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crazydaymycrazyway · 30 days
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Sherlock, staring at William: He could end my life and I'd thank him
Louis, glaring at Sherlock: I'd thank him too
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golatcxr · 4 months
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Yk what I started watching Mahou Shoujo Akogarete yesterday
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Andddd I cracked my ass but Utena was so cute so I drew her 🫶
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I still can't believe out of the whole 2 hours and 29 minutes of avengers: infinity war we didn't get a sherlock reference.
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short-wooloo · 5 months
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There's a lot of people pointing at how the Israel-Palestine ceasefire has ended and fighting has resumed as some sort of "gotcha"
It took 6 weeks to broker this ceasefire (and hamas didn't even really keep to it, surprise surprise, they still kept firing rockets at Israel), 5 days is not much time to broker an extension and/or longer ceasefire
This is the real world people, a ceasefire doesn't just happen by declaring/calling for it, they take time and negotiations and dealings and compromises
And as long as hamas keeps Israeli citizens (and non Israeli citizens) hostage while firing rockets at them, Israel has no reason to keep a ceasefire with hamas
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lovl3igh · 6 days
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the way some of tg says tb is boring cause they're loving perfect family who don't do anything interesting while greens is just better cause they're bunch of criminals but the moment anyone from tb commits any crime y'all like nope, i draw a line here, you're an awful person, nothing can excuse you and give a list of all terrible things tb did... as if seconds ago you didn't say they're "so perfect" and you prefer interesting flawed characters of team green who actually do something
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immortal-in-their-way · 4 months
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Okay, Holmes and Watson are brilliant smart members of society but I swear, sometimes they show their true state of being; that of having but one braincell between the two of them. Please observe this exchange if you will.
Holmes: Watson, I am quite sure that this powder is poisonous. In fact, the smoke resulting in it having been burned has already killed two people and driven two others mad. However, just to be sure that it is truly deadly we should set fire to it in this room where we are and observe each other to see if we die or not.
Watson: This seems totally reasonable, Holmes. I'm game, let's light the thing up.
Holmes & Watson later, coughing on the grass: OMG!! WE COULD HAVE DIED!!!
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littleoceanbabe · 4 months
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HE SAID THE THING. THE T H I N G. OH MY G O D.
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ace-sher-bi-john · 4 months
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We got a "No shit Sherlock" on Sherlock & Co! Let's goooooo!
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old-movies-stuff · 10 months
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Dead poets society - 1989
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wisp-of-chaos · 8 months
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You don't say ...
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sga-mcshep-4ever · 11 months
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"Well, you are the ranking military officer now, or do you need to be reminded of that? We need to get back out there, do what we came to do."
"You realize that could get us into all sorts of…trouble, right?"
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