manavore: (Default)
2024-03-24 03:36 pm

waypoint

Just outside of the Infirmary, embedded in the wall to the left of the doorway, is a softly glowing, purple sigil. This is a Waypoint, in other words a way for those on the barge to transport themselves quickly to the infirmary.

Instructions of use are simple, and a written copy can be found in the Warden Lounge, as well as one inside a warden-only section of the Infirmary. To use the Waypoint, all someone needs to do is familiarize themselves with it by either walking by it or by touching it. Then, they are able to fast-travel to it by thinking about the location of it. The Waypoint can be used by magic and non-magic folk alike, as the sigil is already magically activated. Along with the instructions is a note saying that Waypoints are hard to mess about with by nature, but layers of magical encryption have been built into this one to prevent any tampering or ill-intent. There are only a few people who have the ability to do any alterations to the Waypoint, and should they leave the Barge, they will pass the knowledge on to someone in their stead.

Limitations Of Use:
  • The Waypoint can only be accessed if you are on board. You will find that you're unable to fast travel if you are off the Barge, such as at a Port or in some other location.
  • The Waypoint can only be accessed in fully public areas of the Barge. It cannot be accessed if you are in your cabin, due to the fact that magic cannot penetrate the cabins, nor can it be accessed from spaces that require a warden item or supervisor key.
  • Events affecting magic use on the Barge will affect the Waypoint's functionality, such as it may work on-and-off or may stop working entirely until the event passes. If you get stuck inside, a kind passerby can pull you out.
  • Should anyone try to by-pass the magical safeties, they will find themselves with a large red X on their face. This cannot be removed by scrubbing or magical means, but it will go away after one hour.
  • manavore: (Default)
    2023-12-04 07:13 pm

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    manavore: (Default)
    2023-10-07 02:04 am

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    User Name/Nick: Laus.
    Plurk or PM: [plurk.com profile] blackspire or PM.
    Other Characters Currently In-Game: Lestat de Lioncourt, Tim Gutterson, Ken.

    Character Name: Gale Dekarios.
    Series: Baldur's Gate 3.
    Age: 35-ish.
    From When?: The end of Act 2.

    Warden Justification: Gale is man who, in mind, is beyond the years of his actual age. He's a man of considerable intelligence and wisdom thanks to the years cultivating his arcane craft, and while his practice revolves around magic, this does not give him a disadvantage to how he views the world. If anything, it allows him far greater insight than the general person may have. Gale has read countless tomes on countless subjects. He has dealt with all manners of people from persecuted to deity, giving him an ability to view situations from more than one perspective. He has a way of applying logic to even the most bizarre happenings, and likes to diffuse tense situations. There's something inherently likeable about him that endears people towards him easily. People tend to warm up him quickly, trusting him as there's little outwardly threatening about him in both appearance and demeanour.

    What really helps make Gale a viable warden is that it's not too terribly long ago he may have found himself on the inmate end of things. Young, ambitious, and full of the hubris that comes from the affection of a goddess and his own natural talent, Gale traipsed down a dangerous path. Dangerous paths, however, have dangerous consequences. The short story is: in an attempt to impress his goddess, Gale ended up becoming host to a force that has to consume magical energy. If unfed, the orb inside him explodes, taking Gale and the area of an entire city with him. It's an act that humbled Gale. He experienced all the steps that come with accepting consequences. The self-pity, becoming reclusive, surviving but never thriving. Because of this, Gale is quick to support those who have made mistakes. He knows how desperation and impulsiveness can make someone behave. He knows, or at least he believes, that all mistakes can be forgiven and that its the choices you make following the mistakes that define your character. He can empathize in his own way.

    And, of course, Gale understands the power of good influences in unexpected places. Having come across a group of companions in the unlikeliest of circumstances has given him his own hope in life. These are people who see him for the man he is, not the wizard or the danger residing inside him. People who assure him that his worth is more than what even deities may think of him. This is an experience Gale can pay forward, sharing it with his paired inmate(s) in the hopes it can help them the way it's helped him.

    Item: A small pouch kept on his person.

    Abilities/Powers: Gale is a wizard of considerable acclaim, having been mentored by one of the most famous wizard of the times, along with being mentored and having his talents fostered by the goddess of magic herself. Which is to say, Gale knows how to use all sorts of magic in powerful ways. He was a child prodigy and seems to have been born being in tune with magic (or, as he knows it as, The Wave). When his parents wouldn't get him a pet as a child, he full-on conjured a pet for himself. He also says he conjured up things a lot bigger than a cat. As per DND rules, he does, technically, need to "prepare" his spells, which is done by simply studying them briefly, so he may find himself without a particularly useful spell at any given time. He also has a limit as to how many powerful spells he can use before resting.

    Gale's abilities span from being able to make small illusions to manipulating dreams (done with consent, of course, he'd never do it if someone didn't want him to). Back in his world, he can access different planes of existence, which he'll be unable to do on the barge. As mentioned, he has a magic bomb in his chest that has gone dormant thanks to his goddess, able to be detonated at will. On the barge, the power will be unable to detonate, even if he chooses it to.

    At his canon point, Gale is the equivalent of a Level 9 wizard. In terms of capabilities, this means he's a very good wizard. He possesses the understanding and mastery of magic to easily become an instructor or teacher on these concepts, and rarely do wizards achieve a level this high (for context, the highest available to him is 12). You don't become the chosen one of a goddess without being good at it, after all. Gale's knowledge of the base principles of magic mean, at this level, he's able to call on enough of it to perform a couple hefty spells, along with a considerable handful of fairly good ones before he's worn himself out. With a subclass in Evocation, Gale's primary school of magic comes from manipulating energy and forces, often leaning towards the elemental. He can just as easily create a ball of fire as he can a wall of wind to keep threats at bay, and casting spells that come from the school of evocation can be more effective than spells of other origins. For example, an evocation spell can affect creatures who would normally be unaffected.

    Wardening Strategies and Philosophies: Cutting a deal with The Admiral isn't that out of place for Gale. He's used to conversing with cosmic beings, and if anything, he appreciates such a force being upfront about the whole thing. Considering the last "bargain" a god-like person cut with him was to explode the magic inside of him to be forgiven, getting the chance to be an active participant in making a deal is already a boon. He'll be quiet comfortable in his interactions with The Admiral and he'll enjoy much of what the Barge has to offer. Endless books on things beyond fathoming, strange technology, a host of different people with different experiences. Gale really can't ask for a better place to be.

    To be a warden isn't a role Gale will take lightly. He'll see it as something of an honour, a nudge to let him know that he's chosen the right path. It also goes without saying that Gale was something of an over-achiever in his youth. That's something that might not be quite as prevalent anymore, but it's still there, and it's easy to assume he'll approach this with similar gusto. Being tasked to aid an inmate is an entirely new sort of challenge, and Gale loves to challenge himself. He'll first try to get his inmate on board by approaching it all as a puzzle to be solved. Surely talking, reflecting, and putting together the pieces will provide a clear path to redemption. But considering that probably won't work with most inmates (if any), he'd pivot his technique towards empathy. He'd gladly make the trade of details of his own life for openness with his inmate, hoping they can see him not as someone with authority over them, but as someone who's quite similar. Gale would want to relay his own path to redemption (something he's still actively working on himself upon his arrival on board). He knows it's not easy, and he knows it may take years, and he'd like his inmate to come to realize the hard work is worth it. Ideally, he'd make them proper partners in the whole endeavour, letting his inmate take the reigns of their journey while he guides them.

    It's already been said, but Gale can easily put himself in the shoes of an inmate without too much imagination. This is definitely a considerable strength in his favour, as it gives him a leg up when it comes to finding ways to connect. He's genuinely understanding and sympathetic of a person's choices. Gale also says what's on his mind. He's not one for coyness or sugar coating things, and won't be afraid to say the things his inmate may need to hear. And not to worry about that seeming harsh, either. Gale has a knack for softening his words without losing their intention. As mentioned above, too, he's used to a wide variety of people from a wide variety of backgrounds. There's not a situation that could easily flap him or strike him as peculiar. This could be a valuable trait should his inmate come from an alternate universe/fantasy world/have a very odd circumstance. Another strength is that he isn't afraid to jump into new things. He's easily adaptable and won't be married to one idea to help his inmate. Rather, he'd be more willing to try multiple methods and approaches, each with the same enthusiasm, to see what works best to get the desired result. Most strengths can also be seen as weaknesses, though, and Gale's enthusiasm can tip into that. He may overwhelm or annoy his inmate with this, or, worse, may make them think it stems from a place of wanting to help himself over helping them. It's no secret that wardens get something when inmates graduate, after all. Gale's desire to make light of situations to diffuse tensions can also inappropriately timed or received, and, combined with his flirtatious nature, it could be easy to not take him seriously. He does risk losing some authority or being seen as a mentor figure. Another weakness stems from old habits dying hard. Gale still has a lot of that ambitious nature inside him. Even from his chosen canon-point, the wheels in his head are spinning to try and achieve the magic he was originally denied, though at least this time with less impulsiveness. He can easily come off as privileged, arrogant, and selfish without meaning to, which could hinder his relationship with his inmate.

    Gale would be best paired with an inmate who might want a more untraditional approach to wardening. He wants his inmate to be (eventually) interested in doing the work themselves and figuring out their own way, and for Gale to be an active support but not a leader in the process. He doesn't mind being paired with someone who has done Very Bad Things, so long as they have a reason for why they did it. He can work with someone who is morally ambiguous, and a person who has a reasoning behind their actions can be made to see the other side of things. It could be good, too, if his pairing is an inmate who has an innate sense of curiosity about things. He disapproves of people who think little of others and who uncaring as to the struggles of others, but that can be tolerated. An inmate who does bad, horrible things simply because they find it fun and there's no purpose behind it would not be a good pair for Gale. He would grow to easily dislike an inmate who argues for the sake of arguing, as well as someone who purposely tries to get under his skin (or other people's skin) just for laughs. He'd find it difficult to find footing with someone unapologetically cruel.


    Deal: Gale wants the orb out of him.

    History: Here (and a game summary).

    Sample Network Entry: Here.

    Sample RP: Here.

    Special Notes: If it's possible, could Gale's tressym, Tara, arrive with him?