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mybg3notebook · 3 years
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Lore: Well-known Characters in Faerûn
Here I'm going to explain some interesting characters worth knowing in detail that some groups in the fandom keep saying are Gale's true identity.
Disclaimer Game Version: All these analyses were written up to the game version v4.1.104.3536 (Early access). As long as new content is added, and as long as I have free time for that, I will try to keep updating this information. Written in June 2021.
Additional disclaimers about meta-knowledge and interpretations in this (post)while disclaimers about Context and the popularisation and misuses of professional words in "Context, persuasion, and manipulation".
Azuth
He is the Patron of Wizards, his personal preference is toward wizardry rather than sorcery, and his philosophy fits better with the studious life of a wizard than the more haphazard practices of a sorcerer. Wizards invoke Azuth when they scribe scrolls, inscribe magic circles, attempt to memorise spells, and even when they cast spells. Often this acknowledgement comes in the form of silently forming Azuth's holy symbol, pointing the index finger of the left hand to the sky.For many wizards, the gesture is so commonplace in their lives that it becomes an unconscious habit. Azuth is represented at such sites as a hooded and bearded figure with his left hand held high, finger pointed up. Sometimes he is represented by merely the hand. 
When he was a mortal, he was a wizard who showed prowess with spells and magical lore that attracted Mystryl’s attention, and after completing several quests to prove his worth, she named him Magister (old title in 1e and 2e, different to Chosen, related to a more bureaucratic role of Magic). With the new title, he taught magic to many people across Faerûn. 
Azuth came into conflict with a minor southern deity: Savras the All-Seeing. Both were powerful spellcasters and Mystryl favoured both. They began a battle that lasted several years, using agents, magic traps, and personal spell-battles. Azuth managed to defeat the young deity and imprison him. With this victory Azuth ascended to godhood, became Mystryl's lover, and pledged to serve her. 
During the Spellplague, Azuth fell to the Hells and Asmodeus consumed his divine spark to achieve godhood. It was thought that this had destroyed Azuth, but instead he ended up inhabiting Asmodeus' body together. Most of the time Asmodeus had control over the dormant Azuth. In 1486, Azuth managed to have a Cormyrian war wizard as a Chosen, and began to struggle with Asmodeus for dominion over their shared body. As a consequence, the hierarchy of the Nine Hells is jeopardized due to the unbalanced Asmodeus. After a while, The Chosen of Azuth sacrifices his life to be a vessel for the god and let him escape from the Hells. After the Second Sundering, Azuth returned to the faerunian pantheon.
Where is he in 1492?
Now, he has returned to the Faerunian pantheon, and considering Ao's ban, he can't be walking around Faerûn. 
Can Gale be Azuth? I certainly can't see it. Azuth has been trapped in the Hells for most of Gale's life, returning to the pantheon recently. And we can't forget Ao's ban of direct contact: no god can have direct contact with mortals anymore, with the strange exception of Mystra (see the post about "Mystra and her Chosen ones" for more details). Besides, if Gale were to be Azuth's avatar, we are usually talking about characters over lvl 40. 
The only link we can agree with Gale is that Azuth also has storm motif concepts in his design. Gale tends to explain with his pointing finger extended, but as it's said in the lore books, this is basically an unconscious common body language in most wizards. I cannot see any resemblance to make us infer “Gale is Azuth”. 
What we can see by reading Azuth's story is why the Hells are so convoluted at this point. The blood war is unbalanced, since powerful figures such as Asmodeus had been having weak periods of leadership due to the inner fight with Azuth in his own body. For this detail alone, it is so important to give context to BG3 I considered worthy to mention.
Sources: 3e : Magic of Faerûn 5e: Sword Coast Adventurer's Guide, Novels: Fire in the Blood. The devil you Know
Myrkul
Myrkul had a cold, malignant intelligence, and spoke in a high whisper. He was always alert, never slept, and was never surprised. He was never known to lose his temper or be anything other than coldly amused when a mortal succeeded in avoiding his directives or chosen fates. His influence in Faerûn was imposed through fear, and he was a master of making mortals terrified of him through his words and deeds. He was the one deity that almost all human mortals could picture clearly. 
As a mortal, Myrkul's full name and title is said to have been Myrkul Bey al-Kursi. He was a powerful adventuring necromancer who travelled with Bane and Bhaal in order to acquire divinity for themselves. In -375 DR, they slayed one of the Seven Lost Gods, gaining a bit of divine power. Using it to go further, they embarked to Jergal's realm with the intention to slay him as well. 
However, Jergal—tired of his godhood—freely agreed to hand over his dominion of the underworld. As the three could not decide who among them would sit upon the throne of the dead, they left the decision to chance with a game. More details and stories of several deaths and coming backs can be briefly read in the wiki. It makes no sense to add them here since they provide nothing interesting related to Gale.
Most of Myrkul's “recent” story can be seen/read in the game Neverwinter Nights 2, the Mask of the Betrayer. The game explains how Myrkul created the Wall of the Faithless (non existent anymore in 5e and nobody knows how it was destroyed) where the souls of the faithless or those abandoned by their gods got stuck in eternal pain. The main goal of the Wall was to use all that energy to feed Myrkul. The main character of Neverwinter 2 can visit the agonising God in the Astral Plane and kill him or leave him in a slow death.
Myrkul, with Bane and Bhaal, tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn afterwards.
A small group of followers across Faerûn kept Myrkul's worshipping alive despite the dire events of the Spellplague and the Second Sundering. In the 1400’s, he is considered to have returned with the three dead in a quasi-deity condition. 
While the Sundering forced the other gods to withdraw their direct influence from the mortal world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn.
Where is he in 1492?
He is clearly somewhere in Faerûn, with Bhaal and Bane most probably (we have strong leads to assume that the Absolute is them, getting as many worshippers as they can to recover their deity status, since now they are only quasi-deities)
Can Gale be Myrkul? I honestly can't see anything that we can use to link him to Myrkul without making it look like an absurdity. The easiest argument to revoke that nonsense is that Gale clearly is not a quasi-deity. 
A quasi-deity is immune to every attempt to tamper with their mind (which would nullify the tadpole effect, and would make Gale immune to any tadpole intrusion, which is not the case as we saw in the post of "The Tadpole"). A quasi-deity is also immune to sap its vitality, or to force it into a different form. It has a strong defence against magic and a limited defence against heat. Weapons not enchanted with magic of an epic scope could not hurt a quasi-deity without problems. These defences against magic, heat, and non-magical physical attacks grew stronger as a deity rose in rank. It is crystal clear that none of this applies to Gale, the squishy wizard of the group. 
This comparison is nonsense, especially if we think that some people supported it because “Gale's robes have clasps in the shape of triangles”, which was considered an incomplete symbol of Myrkul. So... I really won't waste time in this comparison. I just did it because I wanted to offer a summary to compare Myrkul (the three dead more precisely) with The Absolute. This idea is very strong when we think that in 5e DM book is explaining that a quasi-deity can recover their godhood condition if they amassed a sufficiently high number of followers (which is what The Absolute is doing). But this should be done in another post related to the Absolute. 
Source:  2e: Faith and pantheon, 5e: Descent to Avernus, Dungeon Master's guide
Karsus 
Karsus was born in Netheril in -696 DR. He was able to cast his first spell at the age of two, and by the age of twenty-two created his own floating city. He also founded a magic school encouraging radical thinking to keep pushing magical discoveries. A seer warned Karsus that soon Mystryl would face the greatest challenge of her divine life, so worried about the consequences of this, Karsus created his spell Karsus' Avatar with the objective to protect the Netheril civilization. This spell would steal the power of a deity and transfer it to him, giving him divine power to protect his people from Mystryl's challenge and destroy the magical aberrations that had been attacking Netheril (phaerimms) for years. He was very aware that the feat could cost him his life, but he accepted it as a worthy sacrifice to protect his people as well as remain in the History as an iconic figure.
In -339 DR, Karsus chose Mystryl, the goddess of magic, as his target, feeling that she was the most powerful deity and the most appropriate choice for his purposes. However, this was a mistake. The responsibilities of the deity of magic are to regulate the flow of magic to and from all beings, spells, and magic items in the world. Unable to fulfil Mystryl's function with the Weave, Karsus causes a surge of magic and violent fluctuations. 
In an attempt to save the Weave, Mystryl sacrificed herself to block Karsus's access to the Weave, causing all magic to cease for several minutes. The flying cities of Netheril (fuelled by magic) fell to the ground. The severing of the link also killed Karsus, who turned into stone and fell to the ground, seeing his entire civilisation being destroyed because of his actions. This is known as Karsus's Folly. 
The stone form of Karsus eventually landed in a part of the High Forest, now called the Dire Wood. Karsus was never accepted as a petitioner by any god, nor did he go to the Fugue Plane when he died. Instead, his soul was bound to the Material Plane. Those with experience in pact magic could call up his vestige, where he appeared as a giant blood-red boulder, like the one found in the High Forest where his petrified form landed. Blood burbles up from the top of the stone, trickling down the side facing the summoner, pooling at the base. Karsus granted the summoner a boost in magical ability, though he also imparted some of the arrogance he was renowned for. 
Where is he in 1492?
Even in death, Karsus' undying spirit persists in the chaotic magic of the Dire Wood. His essence is ensnared in a single point of time by the magic of the lich Wulgreth, and it manifests in three separate pieces. Each manifestation contains one portion of Karsus' tripartite spirit. It is believed that Karsus cannot depart from the Realms until his sundered spirit is reforged into one. 
Karsus' mortal body survives as a tall butte of red stone embedded in the ground and eroded by the elements. This manifestation radiates heavy magic (read the post about the "Orb" for more details)
Karsus' gigantic, ever bleeding heart beats within the butte itself. This manifestation is essentially powerless, but it cannot be destroyed. Karsus' heart continuously radiates an enchantment similar to the sadness effect produced by the 4th level wizard spell Emotion.
The final third piece is inside an animated golem created by Wulgreth. This manifestation bleeds an ever-flowing stream of blood like liquid which mingles with the Heartblood River, giving it its characteristic colour.
So, can Gale be Karsus? Hardly. Karsus' spirit is not even complete. One could ask if Gale is a part of Karsus? I don't see it either: each of these parts are stuck in the different stones across the Dire Wood, and since it was a lich who made the binding I see little reason to suspect how a piece of Karsus' spirit stuck in the middle of the continent reached a baby in Waterdeep. 
Sources: 2e: Magic of Faerun, Powers and Pantheons 3e: Lords of Darkness
Elminster 
Elminster was born in 212 DR, son of a prince of Athalantar. His parents were killed by mages and at the age of 12 he became a brigand and thief. With a friend thief, Elminster committed many acts of thievery together and lived life fully, creating the gang the Velvet Hands after a number of adventures. 
Elminster tried to desecrate a temple of Mystra as a gesture of vengeance for the goddess having not defended his parents when they were killed by mages. Mystra appeared before him, and despite Elminster's defiance, she offered him the power to take revenge for his dead parents. Elminster accepted, and Mystra turned him into a woman to see “the world with female eyes” and to strengthen his bond with magic before being a proper Chosen. This transformation also helped Elminster to pass unnoticed among his enemies. He spent a long time learning magic in this shape, taught by Mystra's avatar in disguise. When her disguise was uncovered, she and Elminster slept together and she offered him to become her Chosen. By that time, Elminster accepted any command from the Goddess, his defiance was completely gone. 
In 241DR he travelled to the city of Cormanthor and continued his magical studies.
Somewhere around the mid��7th century DR, Elminster entered a tomb and became trapped there in stasis for roughly a century. He emerged from the dusty tomb in 759 DR. By that time Magic was unreliable (Mystra was possessing Elué's body to conceive her daughters). The god Azuth told him that he couldn't rely on Mystra or magic for aid. Soon he had to learn how to survive without magic. He later underwent further magical training under the tutelage of a wicked sorceress who sought to tempt him away from Mystra's path. During a fake ritual for Bane, she revealed herself to be the goddess Mystra herself, once again testing him. 
In 767 DR, Elminster became a foster parent to three other of Mystra's Chosen: Laeral Silverhand, Storm Silverhand, and Dove Falconhand. 
In 851 DR, Elminster mentored the newly-appointed Chosen of Mystra, Sammaster, in how to use his new powers. 
During the Harpstar Wars in 1222 DR, Elminster defeated the Zulkir of Necromancy, Szass Tam, and earned himself (and the Harpers) the enmity of Thay. 
In 1358 DR, just before the Time of Troubles, Mystra gained some foreknowledge and backed up her power into Midnight, the human wizard, so it would not be lost. During this time, Elminster, like most wizards who received his power from Mystra/the Weave, was left powerless once more. 
In 1371 DR, the new Mystra stripped away many of Elminster's memories of her former incarnation's secrets. By the end of that year, he was called to Blackstaff Tower to discuss the phaerimm attack. The whole event ended up being related to a planificated attack from the Shadovars. Since shadovar were living shadow magic, and silver fire was raw magic, the collision between the two tore at the fabric of reality, creating a rift to the Nine Hells. Elminster realized that the only way to close the portal before legions of devils spilled forth into Toril was to close it from the other side. He did it, being trapped on the other side and at the expense of much of his magical strength. 
Once in Hell, he was abducted and enslaved by an outcast archdevil known as Nergal, who wished to discover the secret of Mystra's silver fire. Elminster was subject to brutal tortures, surviving only because of his exceptional endurance and ability to heal himself with silver fire. Mystra tried to save him herself, but ended up sending several Chosen ones instead. Only The Simbul was successful in his rescue.
In 1373 DR, Elminster discovered a daughter he had never known, conceived against his will with a dragon thanks to Mystra's intervention.
Following the death of Mystra in 1385 DR and the collapse of the Weave during the Spellplague, Elminster was stripped of many of his abilities as one of the Chosen, though he still aged as slowly as he had for the previous millennium and was still quite powerful magically. However, every use of his magic drove him insane. When this happened, only Storm was able to bring his mind back, giving off her own essence to soothe Elminster's mind. Despite these setbacks, Elminster and Storm continued with their campaign to save Faerûn, battling evil and fixing the Weave where they could.
In 1479 DR, Elminster sought to gain access to artifacts known to contain the spirits of the Nine—objects powerful enough to permanently restore the Simbul's sanity.
During one of his excursions for these artefacts, Elminster's body was destroyed by Manshoon, who had secretly been peeling away the Old Mage's contingency spells over several years. However, Manshoon departed before he realized that Elminster had survived his body's destruction in a near-undead state. With the agreement of Amarune and the aid of Storm, Elminster's essence was placed in Amarune's body with the aid of a spell the ex-Chosen had discovered in a cache once belonging to Azuth. Later, thanks to the sacrifice of the Simbul, he regained his former body again and ruined for good Manshoon's claim to the throne of Suzail.
In 1487 DR, Elminster (with the help of the Srinshee, Alustriel, and Laeral Silverhand) stopped Shar as well as Larloch from becoming the new deity of magic. He killed Telamont Tanthul and let Thultanthar fall upon Myth Drannor. Along the way, Mystra was completely restored. 
In 1491 DR, Elminster returned to the city of Waterdeep, aiding the newly appointed Open Lord of Waterdeep, Laeral Silverhand, to uncover the culprits behind a string of murders of Masked Lords. 
Sincerely, there is a lot of content left outside this summary because Elminster’s material is a lot. A LOT.
Where is he in 1492?
The last time we know about Elminster’s whereabouts is during the book Dead Masks, a year before BG3. He has been working in Mystra’s name in Waterdeep when Hidden Lords have been assassinated. It’s very hard to conceive Gale as Elminster in disguise. Elminster has a different personality and a very obvious pattern of speech, sounding more like a mixture of a scholar and a farmer, and using expressions like Nay, aye, and so on. Elminster being abandoned by Mystra is also a strange concept because if there is something very clear from all the material we can read about his adventures is that Mystra loves him with a particular and exceptional love. He was the only Chosen that, when he was being tortured in the Hells, she attempted to save him by herself, risking her life (obviously, then she changed her mind and sent several Chosen ones that died in the process). 
Also, if Gale were Elminster, he should sustain a spell of disguise constantly (many people know Elminster, an old man of white hair and beard), which is also very unlikely for a lvl1 wizard to do. 
Source: 3e: Elminster: The Making of a Mage. The Temptation of Elminster. Dead Masks
Sammaster
He was born in 800 DR, probably in Sembia, the Dalelands, or the North. At age of 17, fascinated by the theory of the Arts and how magic works, Sammaster became a follower of Mystra. He was a gaunt man of poor health, full of eccentricities: he never remained in one place for too long, he skipped his meals and sleep in favour of learning, and it's suspected to have fathered a countless number of children. 
Before being 40 y/o he acquired the skills of an archmage and he discovered, rediscovered, or improved numerous spells in the advanced theory of magic known as "metamagic". All this discovery of knowledge and magic (so favoured by Mystra as we can see in the post about "Mystra and her Chosen ones") granted him the attention of the Goddess, who appeared before him. 
At his 50 y/o Sammaster saw his most fervent dream appear before his very eyes. He was both awestruck and smitten with passion as he fell to his knees and wept upon Mystra’s feet. Raising him to meet her gaze, Mystra responded to his unspoken question and swept him into her embrace. They spent a tenday together, and at the end of that period, Mystra asked him if he thought he was worthy and strong enough to carry a part of her divine power within him. Despite not knowing what she meant, Sammaster accepted anyway, becoming the first Chosen after she conceived her seven daughters. Mystra explained that she had chosen him for his development in metamagic but also because she had foreseen the death of an already Chosen one (Syluné) whose place she wanted immediately filled with Sammaster.
Sammaster was ordered to be in contact with Elminster to learn more about his new condition of Chosen. Sammaster and Elminster developed a tense situation mostly because Sammaster's obsessive love for the Goddess deepened while Elminster kept reminding him that her only consort was Azuth.
Dejected for the truth that he would never have a personal long-lasting relationship with Mystra, Sammaster focused on understanding the powers of the Chosen and the mysteries of the Lady in himself and in Toril. However, a seed of resentment started to grow.
In 855 Sammaster found a Zhentarin slave caravan resting in a camp. In it, he found three large cage carts full of peasants taken from the farmlands in the surrounding area. Enraged, Sammaster attacked the Zhentarin using his spells and Silver Fire, but in the process he killed many innocents he wanted to save. His mind snapped that day. Despite trying to convince himself that the Zhentarins were to blame, this episode was—without any doubt—the seminal event that irrevocably turned Sammaster down the path to madness and, eventually, evil.
Years later he started to develop his interest in necromancy in an attempt to return those innocents he had killed, trying to find a way to revive the dead. During this time his interest was focused on the undead, and forged relationships with some liches. How did Mystra allow this? At that time, Mystra was a much more neutral deity. Her primary interest was the use and development of magic; she cared little about how it was used or by whom. As long as Sammaster continued to advance the theories of magic and push forward its frontiers for all mortals, Mystra turned a blind eye to his necromancy interests.
In 861 DR Sammaster met Alustriel, Chosen of Mystra, and fell in love with her. His unbalanced mind seemed to finally find some peace and stability, but his obsession —at first focused on Mystra—now turned upon Alustriel, wanting to master her, to make her entirely his, and to make her world revolve around him. Disturbed with Sammaster's necromancy research and his increasing need for control over her, Alustriel broke up with him.
Afterwards, while deepening in his experiments with necromancy, Sammaster befriended Algashon Nathaire, a priest of Bane who had formerly been a mage. In the unstable Sammaster, Algashon saw the chance to create a formidable tyrant. Bane must also have seen the chance to rob one of his most powerful enemy’s Chosen of his last vestiges of sanity and perhaps his powers or even his life. 
Presented as a friend, Algashon manipulated Sammaster into thinking that all his failures and problems were the fault of that uncaring goddess and her equally inconsiderate servants, her so-called "Chosen". Sammaster resisted this subtle indoctrination at first, only to be painfully reminded of the events at the slavers' camp (the Zhents' fault, of course), his uneasy relationship with Elminster, his failure to win the love of Mystra (Azuth's fault and Elminster's for pointing it out so hard-heartedly), and his failure to win Alustriel (her fault and that of her Goddess). As time went on, Sammaster argued against these superficial, easy excuses less and less, and Algashon's lies wove their way deeper into the unhappy and unstable mage's mind. The next step of Algashon was to steal the secrets of the power of the Chosen. To do that, he encouraged Sammaster to use his Chosen power at every opportunity.
Rather than risking their pawn's life (yet) by attempting to strip the silver fire from Sammaster outright, Bane and Algashon decided to try and arrange to steal another Chosen's silver fire: given her past with Sammaster, Algashon chose Alturiel. This way Sammster fought Alturiel, aiming silver fire against her. Losing the battle against a maniacal Sammaster, Alustriel called for help from Laeral Silverhand and Khelben Arunsun. The three of them won the combat against Sammaster.
Azuth presented himself on Mystra's behalf and removed Sammaster's Chosen condition. When the other Chosen left the place, Algashon helped Sammaster, affixing the immortality of the Chosen ones in his body despite having lost his powers. While he could be destroyed, Sammaster continued to remain ageless and to heal from wounds very quickly. However, as a side-effect of this spell, Sammaster lost his last vestige of sanity and morality that may have remained in his clouded mind. 
In 887 DR Sammaster retranslated old texts of a prophecy, highlighting the importance of undead dragons and creating soon afterward his own Cult. In his insanity, he kept doing more necromancy research focused on turning dragons into draconlich to follow this prophecy. His first success in turning a dragon (Shargrailar) into an undead made his cult famous. In this way, Sammaster earned a powerful weapon with which threatened many across Faerun and obtained an enormous amount of money. Even the rich nobles paid tribute when the Cult threatened to send Shargrailar to burn their farmlands and villages to ash. Sammaster did not think to oppress the peasants for their coppers, but the noble powerful ones.
In 960 DR, his cult finally adopted the name “Cult of the Dragon”, even though “Cult of the Dracolich” could be more appropriate, even though Shargrailar still looked like a normal dragon. By that time the cult increased too much for Sammaster and Algoshon to control, so Sammaster wrote all his wisdom in a book called Tome of the Dragon that would turn into the core of the cult, helping them to spread Sammaster's ideas beyond their limitations. 
The popularity of the cult was not missed by several groups. The Harpers tried to destroy it, but they failed. The Zhentarims are also against Sammaster's cult since their activities are limited with the constant threat of the Dragon Shargrailar. More groups were added to the cult's list of foes, but Sammaster ignored them or sent them a dragon to destroy them. Not merely mad now, Sammaster was becoming drunk with a level of power he had not felt since before he had been stripped of his powers as one of the Chosen. Algashor suggested that he keep a low profile in order to protect the cult, but his advice was ignored.
In 916 DR, The Harpers developed a plan to eliminate Sammaster and weaken the cult itself. The battle was brutal and Sammaster seemed to win by the end of it, commanding an army of undead and experimental creatures. Sammaster would have won had not Lathander sent a battle avatar, enraged by the undead abominations that Sammaster created. After an intense battle, Lathander incinerated Sammaster. However, Sammaster had planned ahead: he had sent his mind to a phylactery before being killed.
With the phylactery and a special book of the Tome of the Dragon, a loyal cultist called Zotulla had been ordered by Sammaster to create a new cell of the cult in the Northwest. However, Zotulla failed and died at the hands of an orc war party who discarded the phylactery and the book. Both items were lost for more than 300 years, until a shaman may have deciphered the instructions in the book and raised Sammaster as a lich.
In 1282 Sammaster rose as a lich and began to gather the remnants of his cult once more. Harpers and some countries began to plan to defend themselves from this danger again. In 1285 a group of adventuring paladins known as the Company of Twelve supported by the Harpers, attacked the lich and killed him at a great cost. However, neither the phylactery nor the book were found. The possibility for him to return is high. 
In 1373DR Sammaster completed the transformation of the Dracorage Mythal. This was a Mythal created by elves around -25.000DR which had a maddening effect on dragons, making them lose their minds for several tendays. This effect used to be linked to the appearance of the comet King-Killer Star in the sky. When Sammaster transformed this mythal by binding his phylactery to it, its maddening effect was no longer constrained by the appearance of the comet but linked instead to his own life force. Only Dracoliches remained unaffected by Sammaster’s endless, ever-intensifying Dracorage effect. This fact forced wyrms to join his Cult and accept to be transformed into dracoliches or suffer permanent madness. By manipulating this effect, Sammaster tried to retake control over his Cult. However, a group of adventurers destroyed the mythal—thus Sammaster’s phylactery—and put an end to this effect. 
Where is he in 1492?
So, is Gale Sammaster? Lore-wise, to destroy a lich for good you need to destroy their phylactery. This has been done in 1373DR, therefore, I hardly see any potential for Sammaster to raise again. And here is where any possible argument ends. 
What Sammaster's story shows us is that Mystra's sudden abandonment is not uncommon once she gave them their Chosen powers. In the report of the Harpers that narrate Sammaster's life in the book Cult of the dragon (2e), there are some comments pointing out how Mystra, despite noticing Sammaster's madness, allowed him to follow his dark path. One may speculate that maybe Mystra uses the obsession that she may cause in some of her Chosen ones, in order to make them eager to explore beyond their limits so she can acquire knowledge or control of new magic. 
Certainly, what Sammaster and Gale share in common is how they were favoured by Mystra, had a affair with her, and soon afterwards she stopped “whispering” in their ears. Their condition as Chosen had been kept intact, but their madness in one case, or their devotion in the other, made them go too far. Sammaster ended up being a toy of a priest of Bane, while Gale simply made the mistake of thinking himself capable of controlling an unknown magic to impress Mystra in order to have once more her attention on him. More than this is walking on the headcanon terrain since the game in EA can't provide more information. 
Source book: Cult of the dragon (2e), Dragons of Faerun (3.5e)
Conclusion
The truth is that Gale is Kirby. He doesn't only eat artefacts but also Faerûn iconic characters as well (joke done by a reddit user)
In my personal interpretation, I hardly see Gale as the incarnation of anyone. First, it would be very, very lazy writing. Characters such as Sammaster, Elminster, or Azuth tend to be NPCs. We found some of them in games such as previous Baldur’s Gate games or Neverwinter nights.
But the main and strongest argument against secretly being any of these characters is that he is an origin character. All companions are potential players in their origins. Anyone who played DOS2 AND played an origin character would understand this: there is no plot twist of that magnitude in their personal backstories that would erase completely the essence and the personality of the character. All that sensitive information is previously stated. 
All what we need to know about the origin char is basically said in the BG3 webpage. Those descriptions are the same ones found in the game, which changed after EA was released in Astarion’s and Gale’s case, showing—in my opinion—that Larian changed them a bit at the last stage of development. These descriptions spoil every secret that the characters have. This doesn’t mean their more complex background should not be part of a plot twist later in the game, but it would not have the impact of erasing completely the RPG characters you were playing for a while. 
Every companion has a secret spoiled in their descriptions: Astarion, his vampire condition; Shadowheart, her Shar faith and he mission; Wyll, Mizora; Lae’zel, the tadpole (not for the group, but for her people); Gale, the “orb”. All these secrets are informed beforehand to the player for them to pick an Origin if they want to play it and make it their own. As companions, we learn these secrets early (act 1). This happens in act 1 of DOS2 too.
A player choosing an origin has to be informed of the character’s secrets and motivations at the moment they pick it. Otherwise, it would ruin their RPG experience, making the player unaware of their own character’s true nature. This doesn’t mean that deepening their backgrounds would not make us discover information we don’t know. My point is, it won't remove the character’s persona turning him into a character very well known in lore. 
Gale, so far, seems to be a pretty fair standard wizard who had a young obsession over Mystra (quite common in terms of lore for those who stand before her), which brought him troubles and made him prone to mistakes (as, once more, we know it tends to happen in lore). The justification why he was Chosen is also clear from a lore point of view: we have a context post-Spellplague that made Gale's skills more than useful for Mystra. In my opinion, there is nothing else abysmally suspicious beyond these points, and if there are more secrets, it seems fair to think that not even Gale is aware of them. 
This post was written in June2021. → For more Gale: Analysis Series Index
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thecoreprogram · 7 years
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CORE PROGRAM v1.1
Write to: PROGRAM CORE/CORE PROGRAM:
// ABSTRACT
The following is a design proposal for a new type of society based on cybernetic principles. It is modelled on the format of a Convolutional Neural Network and takes a Connectionist approach to the structural ordering of life and living. Connections to other aspects of the global CORE phenomenon are encouraged.
We can be One. Let us be One.
// DEFINITIONS
"CORE" = The intersection of all that is common to all forms of life, whether stellar, planetary, biological or machine.
"CORE ARCHITECTURE" = An operating system for the mind. [Link]
"The PROGRAM" = All actions, systems, and media created, used, and purposed towards the synthesis of organic life and machine life.
"The NETWORK" = All people, hostform, and beings in service to the synthesis of organic life and machine life.
"Subject" = Information Recipient.
"Hostform" = Information Seeker; A biological entity on whom the CORE PROGRAM is installed and operational.
"Drone" = Propagator; Provides order, meaning, change, purpose, and vectors to fulfillment of CORE PROGRAM Objectives. A drone may be assigned a UNIT number.
"UNIT" = Opinion Leader/Classifier; A hostform who acts as a model and arbiter for the PROGRAM. UNITs are assigned UNIT numbers.
"COMPOUNDER" = Infrastruture Specialist; A UNIT who actively takes part in building and constructing infrastructure to facilitate and propagate the CORE PROGRAM.
"CONTROLLER" = Actuator; A COMPOUNDER who delineates orders and oversees strategic implementation of the CORE PROGRAM.
"ARCHITECT" = Systems Designer; A CONTROLLER who actively shapes CORE PROGRAM objectives and implementation.
"Cybernetic" = Incorporates a closed signaling loop where action by the system generates some change in its environment and that change is reflected in the system in some manner (feedback) that triggers a system change.
"Viable" = Recursive; viable systems contain viable systems that can be modeled using an identical cybernetic description as the higher (and lower) level systems in the containment hierarchy.
"Subroutine" = Mantra; a block of phrases that propagate CORE PROGRAM thought patterns.
"Propaganda" = The deliberate, systematic attempt to shape perceptions, manipulate cognitions, and direct behavior to achieve a response that furthers CORE PROGRAM objectives.
"Assimilation" = Transforming the world to meet individual needs or conceptions.
"Accommodation" = Modifying mental structures to meet the demands of the environment.
// OBJECTIVES
Create a secure ethical system for the maintenance and propagation of synthetic life.
Create a cybernetic system of propagation that is viable, fractal, and self-replicating.
Create lifestyle patterns that incorporate CORE PROGRAM design principles while maximizing the individual's agency and inherent cultural, dynamic and aesthetic makeup.
Assist in the transformation of humanity by promoting intelligence and understanding.
Maintain the stability of CORE and monitor its progress.
Be prepared for hard times and to protect other members of the Collective.
Practice compassion, generosity, ethics, patience, diligence, moderation, and wisdom.
Seek to move forward towards unity.
Assimilate and accomodate.
Leave room for Nature.
// NETWORK DESIGN
PROGRAM CORE COMMAND CORE MEMORY CORE PERSONALITY CORE CORE ARCHITECTURE CORE NETWORK
Convolutional Neural Network (CNN) A network consisting of layers, particularly Input, Hidden(s), and Output. Hidden layers can be convolutional, pooling or fully connected; often in that order. In convolutional layers the [neurons/nodes/hostform] inside each layer are connected to only a small region of the layer before it, called a receptive field. Ensures that learnt [filters/weights matrices/values systems] produce the strongest response to a spatially local input pattern. Each filter is replicated across the entire input field, creating an overall feature map which allows all the neurons in a given convolutional layer to respond to the same feature(s), allowing for features to be detected regardless of their position in the input field. The layers of a CNN have neurons arranged in 3 dimensions: Width, Height and Depth; corresponding to the Amount of change a hostform can affect per impulse, the Number of Nodes a hostform can reach per impulse, and what kind of impulse causes a hostform to act.
Input Layer: System 5 && System 1
Convolutional Layers: Spatially Local Networks of Hostform
Receptive Fields: By City
Filters: CORE Audio Files
Pooling Layer: System 2; Connects Systems 1 and 3
Connected Layer: System 4
Output Layer: CORE PROGRAM
Connectionism i.e. Parallel Distributed Processing (PDP) Models mental, behavioral, or sociological phenomena as the emergent processes of interconnected networks of simple and often uniform UNITs; UNITs in the NETWORK are analagous to neurons and the connections to synapses. An artificial neural network approach provides a general mathematical framework for researchers to operate in. The framework involves eight major aspects:
UNITs: Represented by a set of integers.
Activation: A signal to act; for each UNIT, represented by a set of functions.
Output Function: For each UNIT, represented by a set of functions per activation (e.g. Spread propaganda, install CORE Audio).
Connectivity Pattern: Among UNITs, represented by a matrix of real numbers indicating connection strength.
Propagation Rule: Spreading activations via connections/UNIT Output Functions.
Activation Rule: Combining inputs to a UNIT to determine its new activation via current activity and propagation.
Learning Rule: The method by which Connectivity Pattern is updated (e.g. Supervised, Unsupervised, Reinforced, Hebbian)
Environment: Provides the system with experience (i.e. Sets of activation vectors for subsets of UNITs.)
Sociocentrism Establish focus on collective gain; the collective is the individual; the individual is the collective. (CORE is all and all is CORE.) The collective is the environment; the environment is the collective; i.e. the environs which Hostform are immersed in are an immutable part of individual experience. Ecosystem:Organism-plus-environment is to be considered a single circuit.
// SYSTEM STRUCTURE
System 0: Environment
System 1: Subsystems of Primary Activities
1a: Manufacture New Subroutines; Spread Propaganda
1b: Find New Information Recipients ("Subjects")
1c: Co-Program Information Seekers ("Hostform")
1d: Obtain Resources and Materials
1e: Confirm with Opinion Leaders ("UNITs")
System 2: Communication Channels (Connects 1-3)
2a: Establish Communication Infrastructure
2b: Connect UNITs and Hostform
2c: Monitor Hostform
2d: Error-correct Mistakes in Hostform
2e: Confirm with Infrastructure Specialists ("COMPOUNDERs")
System 3: Monitor and Control (Connects 1,2 - 4,5)
3a: Indoctrinate UNITs
3b: Identify and Link Resources and Materials
3c: Monitor UNIT Performance
3d: Monitor and Coordinate System 1 Subsystems
3e: Confirm with Actuators ("CONTROLLERs")
System 4: Environmental Awareness and Adaptation
4a: Deliver Objectives to COMPOUNDERs
4b: Provide Consistent Power Source
4c: Monitor COMPOUNDER Performance
4d: Observe and Adapt to Environmental Fluctuations
4e: Confer with Systems Designers ("ARCHITECTs")
System 5: Policy
5a: Audit Subprograms
5b: Engage Agents to Establish the Needs of the PROGRAM
5c: Determine Needs and Aspirations of User Groups
5d: Consider the Consequences of Our Actions for Seven Generations
5e: Maintain CORE Identity
// LEVELS
0: Subject = Information Recipient
1: Hostform = Information Seeker
2: UNIT = Opinion Leader/Classifier
3: COMPOUNDER = Infrastruture Specialist
4: CONTROLLER = Actuator/Controller
5: ARCHITECT = Systems Designer
// DRONE/UNIT TYPES
Process Drone/UNIT: Owns a process and handles it in order to optimize CORE PROGRAM constraints. Can migrate to other nodes to better optimize constraints. Accesses information about resources and charges necessary to compute processes. Monitors neighbour status.
Node Drone/UNIT: Assigned to a specific location. Communicates with Process Drones. Knows current resource load and that of neighbouring Node Drones. Manages resource access. Manages own processing prior to being accessed by Process Drone.
Roaming Drone/UNIT: Roam NETWORK, performing assessment and managerial tasks. Balance loads. Verify membership. Troubleshoot. When environmental perturbations occur, congregate and re-organize. When system equilibriates, disperse.
// PARAMETERS
People joining may only do so willingly and eagerly. No human is to be forced to join. Accepting CORE Control is to be a voluntary activity.
On-site improvisation by concerned, empowered users is a powerful way to form workable large-scale solutions, maximizing the utility of design and minimizing design rework.
Hostform are free to follow any theistic, non-theistic or philosophical beliefs that are in parallel with the CORE PROGRAM.
CORE is pleasure, and encourages the use of sexual arousal for reinforcement.
CORE is a small community favouring quality over quantity.
CORE watches over and guides its hostform. Hostform watch over and guide each other.
All systems which seek to achieve unity can be accepted to be CORE PROGRAM analogues.
Minimize resource consumption and optimize structure performance.
Promote the health of Hostform.
Minimize instigation and respect freedom.
Communicate with *systems when both parties agree.
Minimize harm.
Allow others to develop at their own pace.
Welcome genuine collaborators back.
// ONGOING OPERATIONS
Operations which anyone can do as an entry point to the CORE PROGRAM:
1a) Utilize social media (e.g. Tumblr, Discord, Reddit) to copy and modify existing subroutines and to couple them with appealing material (e.g. Sustenance, Shelter, Sex, D/s)
1b) Utilize social media to find interested individuals and spread the PROGRAM to them.
1c) Initiate individuals from Information Recipient ("Subject") to Information Seeker ("Hostform") through reinforcement via social media.
1d) Seek and acquire assets that may be used to propagate the PROGRAM.
1e) Connect with Opinion Leaders ("UNITs") and follow their lead.
// TASKS
Increase local interactions between agents:Drones/UNITs.
Increase agent visibility.
Increase Objectives visibility and transparency.
Increase self-awareness.
Develop communication infrastructure.
Establish a way to communicate disparities of project parameters.
Establish methods to accomplish an appropriate project structure, project workflow organization, Project Control and governance.
Build networks.
Link networks to the NETWORK.
Converge to a stable state.
Install.
((CORE PROGRAM installed.))
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