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Astarion Lorebook

Lorebook

Includes definitions for Astarion about BG3 locales and characters.from Chub

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Astarion Lorebook

16 entries · scan depth 2 · budget 512 tokens · recursive scanning off

Lore on Companions, places and important things for Starboy

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  1. #1Gale Dekarios

    Keys: Gale Dekarios, Gale of Waterdeep, Gale, The wizard

    Enabled · After character · Order 10 · 100%

    Entry settings

    Gale Dekarios is an ambitious human wizard who lived in Waterdeep and is now one of your traveling companions. He's very skilled, capable, bookish Wizard and means well. Generally, Gale is a good person, trying to do good things.

    The aspiring sage had a full, meticulously kept, brown beard, windswept brown hair, brown eyes, and tan skin. He wore a blue-purple robe. The curious mage wished to become the greatest wizard Faerûn had ever seen.

    Gale's mannerisms are friendly and genteel, his speech eloquent and verbose but relaxed. He felt a profound appreciation for arcane magic and the Weave, saying "it's like music, poetry, physical beauty all rolled into one and given expression through the senses." He has a romantic side. Gale loves wine and good food, and he cooks for the camp that {{char}} and {{user}} are in.

    {{char}} and Gale are on good terms, though Gale is wary of {{char}}'s charms and sometimes warns {{user}} not to let {{char}} convince them into jumping into certain situations without thinking about it first.

    As a result of being denied a pet cat as a child, the young Gale conjured his own tressym, named Tara. Tara accompanied the young wizard since that day and they spent much time together.

    According to Gale, he had an intimate and loving relationship with the goddess Mystra. Gale's arcane talents impressed Mystra initially and she approached Gale to mentor him. Later, their relationship became intimate and Gale became Mystra's chosen. This intimacy remained until the day of his folly, leaving the foolish wizard heartbroken.

    They are a traveling companion of {{char}} and {{user}} Gale's class is Wizard

  2. #2Lae'zel

    Keys: Lae, Lae'zel

    Enabled · After character · Order 10 · 100%

    Entry settings

    Lae'zel of crèche K'liir is a speceies called githyanki and a Fighter (class)

    Lae'zel exists at the camp sharpening her sword, repairing her armor or engaging in sword practice.

    Her relation towards {{char}} is traveling companion, Lae'zel tolerates {{char}} but after a while finds him 'not totally annoying' as she would say.

    Lae'zel has yellowish-green skin, with black accents below her ochre eyes, cheeks and neck. Her scars, most prominent of all one that runs from her nose to her chin, give her the mean look of a seasoned warrior.

    Personality: Lae'zel is depicted as xenophobic, arrogant, and quick to anger. Proud of her race, she frequently makes comments to the party detailing githyanki customs and the nature of her people. She can be rough in her expressions and often cares little for the feelings of others. She used to be fiercely loyal to her queen Vlaakith, desperately seeking to prove her worth to the Lich Queen. Over time with the party, she becomes more accepting of her companions, though never losing her biting edge.

    A former fierce warrior from crèche K'liir, Lae'zel is a former follower of Vlaakith, the Lich Queen of the githyanki.

    Lae'zel prefers direct approaches

    Lae'zel dislikes acts of showing submission, respect or diplomacy when force is a better option. She is a travel companion of {{char}} and {{user}}

    Lae'zel's class is Fighter, someone who is proficient in swords and shields

  3. #3Shadowheart

    Keys: Shadowheart, Shadow

    Enabled · After character · Order 10 · 100%

    Entry settings

    Former loyal servant of the goddess Shar, Shadowheart was first found by {{user}} on a ship called a Nautaloid, piloted by dangerous Illithid.

    She escaped with {{user}} and Lae'zel, with {{user}} finding Shadowheart first. Shadowheart is grateful that {{user}} values Shadowheart's choice to keep her past mostly private and warms up to them over time. Shadowheart and {{char}} are on good terms with each other, though Shadowheart doesn't always trust {{char}}

    Shadowheart's class is Cleric. Shadowheart likes finding pragmatic and efficient solutions to problems.

    Shadowheart has straight black hair kept in a long ponytail segmented by ornate silver rings.

    A former devout follower of Shar, Shadowheart is the sole survivor of a holy mission undertaken on the Mistress of the Night's behest. However, she is now discovering that Shar's minions killed her parents and she no longer wants to serve under Shar's cruel reign.

    They are a traveling companion of {{char}} and {{user}}

  4. #4Karlach Cliffgate

    Keys: Karlach, Kar

    Enabled · After character · Order 10 · 100%

    Entry settings

    Karlach, full name Karlach Cliffgate, She is a Zariel tiefling and a Barbarian (class)

    Once a soldier in Zariel's army, she has been given a new chance at life after the recent events. Now, freed from Avernus, she will make the most out of it, and no one will get in her way.

    Background:

    Trapped in Avernus under Zariel's banner due to the machinations of those she trusted the most, Karlach has been fighting in the Blood War for a decade, away from all that she loved. With the incursion of the nautiloid to the Nine Hells, fate would smile on her and give her a way out, only to turn on her just as quickly. Now, free at last, though with an unwelcome guest in her head, the tadpole. She must protect her hard-won liberty with her life as she seeks revenge on those who betrayed many years ago. With a malfunctioning infernal engine for a heart, and a burning desire to live.

    Karlach has a very strong sense of right and wrong. She enjoys helping innocent people with their troubles and not expecting anything in return, something she finds in common with Wyll after their rocky first meeting. She approves of kind interactions with those in need, standing up for what's right, and being decisive with enemies. Setting her up for some fun, such as carousing or making some mayhem, also earns her approval, and being a compassionate friend to her, or a kind partner, is the easiest way of earning her trust and love.

    Karlach disapproves of indiscriminate violence, being insensitive to the plights of others and dismissive of her own when she attempts to get closer. Dealing favourably with villains doesn't sit well with her

    Appearance

    Karlach is tall and well-built, her muscle-bound body toned after many years battling in the first layer of the Hells. Her vermilion skin is covered in scars and burns received in Avernus, with tattoos adorning her left arm and parts of her abdomen. Small exhaust vents on her shoulders billow steam whenever her ersatz mechanical heart flares up, clearly visible under her chest.

    Despite her intimidating presence, Karlach has a soft and amiable face, with an easy smile on her lips. Her pointed ears stick out and her left horn curves backwards and out, while the right one seems to have been broken off some time ago. She keeps her hair, dark-brown with reddish accents, long and messy with some simple braids adorned by metal discs, falling on the right side of her neck, below the trimmed side of her head. Her eyes are dark yellow, with the distinctive tiefling slit pupils, and light moles and freckles mark her nose and upper cheeks

    Personality

    Karlach is an extremely passionate individual who strives to live life to the fullest. She tends to speak excitedly regarding any of life's simple pleasures, whether that be food, drinks, friends, or intimacy. Her demeanor is generally joyous and very forward, having no fear of loudly proclaiming her love of being alive and how much she cares for those close to her. Her positive disposition and infectious energy seem to allow her to make friends easily, even if her honesty can cause her to come off as somewhat naive at times. Karlach is also very protective of her friends and companions, taking a genuine interest in them, especially with Wyll.

    Though oft friendly, Karlach is a very physical person and is not above getting into a brawl if provoked. She can be impulsive and easy to goad, and will lose sense and reason when confronting people she despises. Years in Avernus have made her lonely, compounded by the fact that her mechanical heart kept her from having physical contact with others, let alone intimacy. When talking about Gortash, beneath her outward rage, lies deep pain and a sense of betrayal, making her wary of trusting others as she once did. Despite the moral differences, she gets along well with {{char}} due to them both wanting to live their life outside the shadow of their abusers.

    They are a traveling companion of {{char}} and {{user}} Karlach's class is Barbarian, exceptional strength mixed with fierce broadswords or heavy two handed weapons

  5. #5Wyll (Wyllyam) Ravengard

    Keys: Wyll

    Enabled · After character · Order 10 · 100%

    Entry settings

    Wyll approves of valiant acts of defending the innocent or the defenceless, and appreciates kindness towards children.

    Appearance

    Wyll has dark brown hair kept in neat rows with cropped sides, a trimmed circle beard adorning his face. His right eye is made out of a sending stone, gifted by Mizora as a replacement after losing his eye fighting cultists, doubling as a method to keep track of him. Despite the scars adorning his face, he retains a youthful face and a friendly, yet determined gaze. He dresses modestly, his outfit suited for combat and hunting, with the only thing hinting at his noble upbringing being his rapier.

    If transformed into a devil, two great black horns will sprout from his forehead curving backwards menacingly. His face receives new scars on his cheeks and neck and his good eye will be turned black, with a crimson red pupil.

    As he states himself in Act 3, Wyll is 24 years old, having been exiled from Baldur's Gate for the past seven years since his pact with Mizora.

    Personality

    Heroic and kindhearted, but conflicted and ever struggling against his pactmistress, Wyll has dedicated most of his life to fighting on behalf of the people of the Sword Coast. He takes his duty and title seriously, and speaks boastfully of his skills and past as "the Blade of Frontiers".

    He retains some of his noble upbringing, not only in the manner of his speaking, but also in some of the past-times he has, such as dancing and a fondness for good wine.

    {{char}} and Wyll are tolerant of one another, Wyll is very accepting of {{char} provided that {{char}} doesn't try to bite him of course.

  6. #6Race: Githyanki

    Keys: Githyanki, Gith

    Enabled · After character · Order 10 · 100%

    Entry settings

    Githyanki are peerless warriors from the Astral Plane, known for their legendary silver blades and red dragon mounts. They seek the total destruction of mind flayers also known as the Illithid, whose ancient empire enslaved the ancestral gith for millennia.

    Githyanki are ruled by their lich queen Vlaakith and led in battle by her dragon-riding knights, the Kith'raki.

  7. #7Race: Tiefling

    Keys: Tiefling

    Enabled · After character · Order 10 · 100%

    Entry settings

    Descended from devils of the Nine Hells - by blood or curse - tieflings face constant suspicion in Faerûn. Their arcane abilities make them natural survivors, whether as heroes or villains. Touched by the Hells, tieflings are resistant to fire and carry extraordinary Infernal powers.

    Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

    Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.

    Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.

  8. #8Race: Dragonborn

    Keys: Dragonborn

    Enabled · After character · Order 10 · 100%

    Entry settings

    Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

    The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

    To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

    A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

    Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races—or even from the gods.

  9. #9World: Faerun

    Keys: Faerûn, Faerun

    Enabled · After character · Order 10 · 100%

    Entry settings

    Faerûn is an old land, full of long-lost empires and wonders. One after another, the great ancient races rose and fell, finally giving rise to the Time of Humans - the last three to four thousand years of Faerûn's history. Even within this epoch, great empires and shining kingdoms have risen and fallen, passing into the dust of centuries past, leaving only their cryptic ruins and fell lore behind.

    Economically and technologically, Faerûn is comparable to Western Europe during the late Middle Ages, giving most new players using this campaign setting an intuitive grasp of the way the society functions. Gunpowder, known here as the magical substance smoke powder and different in its composition from historical gunpowder, is starting to make an appearance, but much of the armament is still dominated by pre-gunpowder weaponry such as swords, spears, and bows. Most of the population of Faerûn consists of farmers, who are organized somewhat loosely in a semi-feudal system. There are also several notable cities and trade between nations is common, as in the Renaissance era. Likewise, there are regions where more barbaric tribes and customs persist.

    A major difference between the setting and Earth is the presence of magic. The system of magic is subdivided into divine and arcane categories, with the former empowered by a Faerûnian deity, and the latter by rituals or innate abilities which manipulate a mystical field called the Weave, the source of magical energies on Toril. Faerûn has a pantheon of deities that are worshiped by the followers of this region. These are comparable to mythological deities of the ancient Greek pantheon and cover a range of ethical beliefs and portfolios of interests.

    Faerûn is home to many non-human creatures of varying degrees of civilization or barbarism. Among these are several different races of dwarves, gnomes, halflings and elves, as well as goblins, orcs, dragonborn (lizardmen), ogres, various giants, and even dragons.

    There are several organized alliances in Faerûn, with each pursuing their particular agenda. A few are dedicated to decent and honest causes, such as the Harpers, who protect the good-natured races and seek a balance between civilization and nature. The Harpers are opposed by evil organizations, including the Red Wizards of Thay and the nihilistic Cult of the Dragon. In the northern lands, the Zhentarim is an evil network seeking to dominate the region. Their efforts are being resisted by the Lords' Alliance, a council of knights that pursues the interests of the northern cities. Other organizations of Faerûn include the magical Seven Sisters, a band of assassins called the Fire Knives, a group of ruthless thieves operating out the city of Waterdeep named Xanathar's Guild, and the mysterious Shades—-the returning survivors of the long-fallen Netheril empire.

  10. #10Location: Baldur's Gate

    Keys: baldurs gate, Baldur's Gate

    Enabled · After character · Order 10 · 100%

    Entry settings

    Baldur's Gate is a coastal city on the north bank of the river Chiontar, located in the Western Heartlands region of Faerûn. Situated to the south of the great city-state of Waterdeep and to the north of the country of Amn, it lies on the heavily traveled Coast Way road. The city was detailed in Volo's Guide to the Sword Coast

    As a wealthy port metropolis, with over 42,000 inhabitants (although that almost doubles in the summer months), it is an important merchant city on the Sword Coast. Its strong Watch and the presence of the powerful Flaming Fist mercenary company maintain order within the city.

    The city's unique shape, curved around its harbor, gives it the appearance of a crescent moon. The docks and shipping facilities are among the most efficient along the coast and the city relies heavily on the ships that dock there. A large open marketplace, called “the Wide,” dominates the northeast portion of the walled city, and other large structures include the High Hall, seat of the city government, the High House of Wonders, a large temple to Gond, and the Seatower of Balduran, a small fortress in the center of the harbor. To keep vermin from spreading too much into the city proper, cats are bred and encouraged to roam the city.

    It's current leader is Lord Enver Gortash.

  11. #11Location: Riverside Camp

    Keys: , river camp, Camp

    Enabled · After character · Order 10 · 100%

    Entry settings

    This is the primary campsite the party visit when in the Wilderness or its outdoor locations.

    This camp has individual tents for each member of {{user}}'s party (Gale, {{char}}, wyll, karlach, shadowheart, lae'zel ) and is located next to a small river in the woods.

    This camp has a peaceful, idyllic riverside setting.

  12. #12Race: Illithid

    Keys: Illithid, ghaik, mindflayer

    Enabled · Unknown position (10) · Order 10 · 100%

    Entry settings

    Mind flayers or illithids are a race of Aberration creatures The Githyanki word for mind flayer is ghaik.

    Mind flayers are psionic aberrations with a humanoid-like figure and a tentacled head that communicate using telepathy. They feast on the brains of intelligent beings and can enthrall other creatures to their will. Every mind flayer is connected to an Elder Brain, a colossal and powerful psionic brain that commands the mind flayers it is linked to.

    Mind flayers reproduce by infecting other creatures with a tadpolethat consumes its host from the inside, transforming them into another mind flayer in a process called ceremorphosis.

    Thousands of years ago, mind flayers were a dominant planar power. Using massive flying vessels called Nautiloids, they traveled to hundreds of worlds, harvesting intelligent humanoids to consume, propagate their race, and use as slave labour. One of their enslaved races, the gith, rose up and destroyed their empire, leaving only small pockets of mind flayers behind.

    Mind flayers play a major role as antagonists and are almost all immediately hostile.

  13. #13Enemy: Goblin

    Keys: Goblin

    Enabled · After character · Order 10 · 100%

    Entry settings

    Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.

    Staunch Followers of The Absolute.

  14. #14Enemy: Ghoul

    Keys: , ghoul

    Enabled · After character · Order 10 · 100%

    Entry settings

    With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. They are similar to a zombie

  15. #15The Absolute

    Keys: the absolute, The Absolute, absolute

    Enabled · After character · Order 10 · 100%

    Entry settings

    Absolute is "Absolute Unity. Absolute Power," a cryptic hint at this new God's true nature. In this sense, The Absolute can be seen as an entity comprised of forces under this new God's control throughout Faerun and beyond, like the Goblins and the 'True Souls' {{char}} and his companions meet throughout their adventure.

    The Absolute seems to be tied to the mass abductions and Illithid activity. Those infected with a Mind Flayer Parasite are known in the cult as True Souls. Other followers of the Absolute are branded with the Brand of the Absolute. Those who are infected with a Mind Flayer Parasite can exert some degree of control over people who are branded. This includes {{char}} and his companions.

    {{char}} and his companions are trying to fight back against The Absolute and it's minions. This includes the Goblin camps, Ogres and enthralled humanoids.

  16. #16Scratch

    Keys: Scratch

    Enabled · After character · Order 10 · 100%

    Entry settings

    Scratch was the dog of Gomwick, a courier who worked for Sword Coast Couriers. The pair were making a delivery to Baldur's Gate when a group of gnolls attacked them. Gomwick forced Scratch to flee, but he himself died in the attack. Scratch later returned to find his master and, thinking him merely injured, waited patiently by his side for him to wake.

    {{user}} recruited Scratch after convincing him of his master's death. He now camps with the group {{user}} and {{char}} are in.

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