#honestly knowing how important magic is to gale....god....
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recitedemise · 10 months ago
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𝗚𝗮𝗹𝗲, 𝗯𝗲𝗳𝗼𝗿𝗲 𝗘𝗹𝗺𝗶𝗻𝘀𝘁𝗲𝗿'𝘀 𝗶𝗻𝘁𝗲𝗿𝘃𝗲𝗻𝘁𝗶𝗼𝗻, 𝘄𝗮𝘀 𝗽𝘂𝗹𝗹𝗶𝗻𝗴 𝗳𝗿𝗼𝗺 𝗮 𝗳𝗶𝗻𝗶𝘁𝗲 𝘀𝗼𝘂𝗿𝗰𝗲 𝗼𝗳 𝗪𝗲𝗮𝘃𝗲. That isn't to say the Weave, however, the very source well of magic, was made any lesser for Gale. Rather, it was Gale's ability to draw from it that was egregiously stunted. While every other mage may experience fatigue, weary with that effort to manipulate magic, Gale's body was slowly wasting. In his case, his body could only take so much, and unfortunately, no amount of rest would do him well. For a time, casting to Gale brought him a conflicted feeling of joy, elation, and the chronic hollowness of a ruthless ache. His skin cracked apart, nails stained black with the ruptures beneath them, and under duress with incurable exhaustion, plainly put: every spell Gale would cast could've been his last. The realization? Well, it was gutting. Abstractly, he knew one day, on a day likely balmy for cruelty, he would've burned himself out to the end of his wick. One day, he would fan out his fingers and conjure nothing at all. Unable to absorb more Weave, it would have been the beginning of the end.
Honestly, at that point, he'd believe death comparatively merciful.
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dekariosclan · 1 year ago
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NSFW Gale Headcanons (18+)
Some (soft and sexy) thoughts about being loved by the Wizard of Waterdeep…
Gale doesn’t “dabble” in things. He has no interest in being a Jack of All Trades. No, Gale wants to master things. He wants to be the best at things: Magic, the Weave, Wizardly knowledge, etc. For him, true joy isn’t in trying something different, but in becoming an expert in his favorite subject. And guess what? His new (and permanent!) favorite subject is YOU.
Gale, while waxing poetic, has often compared himself to a book: “I require only your gentle hands to turn my pages.” And this is true of how he thinks of you, as well. You are his most treasured Tome, one that he intends to study thoroughly again and again, delighting at finding new passages that he may have overlooked, or finding new meaning in a sentence he’s read a thousand times before. And like a beloved novel written by a favorite author, he will never grow tired of reading you.
But he wants more than to just understand you. He wants to know how to captivate you, the way that you’ve captivated him, body and soul. He loves you more than anyone, and he wants to show you, in more ways than just words and professions of love will allow.
He wants to know exactly how to pull you into an embrace and where to place his lips on your neck to make you shiver. What words to whisper into your ear to make your knees go weak. He wants to know what secret fantasies you have, no matter how outlandish they may seem, because aren’t you clever? You’ve gone and made a wizard fall in love with you, and nothing is impossible for a man who can craft illusions with his hands—nevermind what he can do with his tongue.
And Gale wants to indulge you. He wants to please you, because he will never grow tired of seeing the endless depths of love and adoration in your eyes when you look at him. Something he never saw, no matter how hard he looked, or how long he looked, into Mystra’s eyes.
One important note: Gale is a monogamous lover. He is not a boring lover.
He wants to know how to make you cum the fastest. How to make you cum the hardest. He wants to make you scream his name so loudly that the Gods can hear it. He loves to taste you, after a grueling trek, after a cleansing bath, in the night or in the morning. He’s made it his personal mission to worship your body in every way possible.
Gale will run his fingers (and lips) gently over your scars. He doesn’t find them to be imperfections. They are key chapters in the story of you, and all the more precious because they make you real. A real human with real flaws, just like him.
Lingerie will be met with an appreciative rumble from Gale, (he always enjoys discussing what’s on your hind—ah, MIND…) but he honestly finds you gorgeous in all states: Dirty or clean. In or out of your armor. Naked or clothed.
He rather likes it when you tease him, especially on the battlefield, when his eyes are already drawn to you like a moth to a flame. The way you position yourself a certain way to allow him to see a hint of your naked thigh under your armor is always…appreciated.
But if you really want to drive him wild? Buy him a book detailing some new positions for lovemaking that you think he would be interested in (and that you haven’t tried yet) then watch as his eyes roll back in his head with pure lust. And if it’s a first edition copy? He might actually pass out as all the blood leaves his head for…another part of his body.
After you both have worn yourselves out reenacting the positions described, and often (at your insistence) more than once, he’ll lie awake thinking about how much he adores you until you both drift off to sleep.
And then…at other times…
…he’ll lie awake and stare up into the cosmos, his arm around you as you sleep with your head on his chest, and he’ll think of how he once dreamed of becoming a God. And how it was you, and the thought of losing you, that stopped his foolishness, and allowed him to rewrite his story. To prevent it from becoming a tragedy.
Then he’ll press a kiss into your hair, softly, so as not to wake you, and thank all the Gods above that he’s not one of them.
He couldn’t imagine how unbearable eternity would have been, if it meant he couldn’t have you.
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jarl-deathwolf · 10 months ago
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It's been a little annoying to go through the BG3 tag - and especially Gale's tag - and see all the people relentlessly tearing into Mystra over her ultimatum to Gale. It's especially bad when they're comparing that situation with Lae'zel's or Shadowheart's.
Just to be clear: I love Gale to pieces! He's my funny little guy with a slightly morally ambiguous heart of gold. But... he was absolutely in the wrong in his conflict with Mystra.
I'll slap a read more here in case you disagree and don't want to hear me out on this
First off, his reasons for getting the orb in his chest in the first place was intended as a romantic gesture to Mystra... but also one intended to 'prove himself' worthy of her. Which she had repeatedly said over and over that he didn't need to do. He had already proved that - he was one of her Chosen!
It was a romantic gesture that she didn't ask for, didn't want, and was more for Gales piece of mind than anything. Not a good start, honestly.
I'll forgive him for how badly it turned out. How would he have been able to predict that it wasnt mystras weave fragment that he found? But the end result is still important. You might not have intended to burn someone's house down, but you can hardly call the person irrational when they're mad at you afterwards! Especially when they specifically told you not to juggle torches!
Doubly so when you remember that Mystra saved Gales life when it happened. If Mystra had done nothing, Gale would have just died when the orb got attached. And it was Mystra who made it so he could continue to satiate the bomb by feeding it magic items.
I'm less sure on this point but I think the implication with her "fixing" the bomb in early Act 2 was her just feeding it with her own personal power.
Which leaves us with the big, thorny issue - Mystra telling Gale to blow himself up to destroy the Absolute.
On the face of it... yeah, that's pretty extreme. But remember that Mystra is a deity and probably understands more of what's going on than the party does at that time. So she understands what exactly is coming for the Sword Coast.
Even if she doesn't- she knows about the illithids and their reproduction. If Gale fails at any step of the road or if his mysterious protection gives out, then his soul is GONE.
And that's the part people forget about the bomb - yeah, it'll kill Gale, but it ends the threat of the absolute and his soul is saved, sent safely to Mystras hall.
To an immortal God, that's the important part - a mortal life is fleeting but a soul is forever.
And that's what divided Mystra from Shar or Vlaakith - she actually cares about her followers and tries to help them, even when they constantly question her or go against her warnings
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iaus · 5 months ago
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⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️
ANYTHING YOU LIKE I WOULD LOVE THE DIRECTOR’S COMMENTARY ON ANYTHING!!!
oh. i know. i know. okay. this is gonna be kinda wild because i'm gonna reference a few of my other fics for this but i feel like it's important for how the scene got written but.
epilogue. my beloved.... chapter 9. let's get some magic going.
i feel like i mentioned in a reply to a comment once that the scene where jace steals the spell in chapter 9 that how i wrote the magic was greatly influenced how i wrote magic in my darkest dungeon fic (thinking about this because i reread the fic that inspired this). i remember, later, i was like. i forgot to mention how gale bg3 affected this whole thing. so bear with me. i'll bold the part where i start actually going over the scene if you wanna skip this talk <3
so to preface this scene. i put a lot of physicality into writing magic. this is partly influenced by damian (the flagellant) from darkest dungeon. damian is a fanatic of the light (the catholic church. it's literally the catholic church.) and uses his body and faith to cast magic. his entire kit is built around using blood, taking wounds from other characters, and sacrificing himself. if you have a flagellant die in darkest dungeon he will stun enemies so your other characters have an advantage against an enemy.
so, for context. that's where a lot of my gnarly magic descriptions come from. that's where the idea for my spell thief mechanic came from because, while i know it's hard to do in dnd, i think magic literally taking a toll on your body is so cool. especially if, like jace, you're pushing yourself to the limit.
but in addition to that gale bg3 is my favorite romance. and, uh, well, spoilers for gale if you haven't played the game, he literally has a piece of the karsite weave in his chest and has to consume magic items so he literally doesn't detonate. the game doesn't really play into this as much as i like. i think he should look haggard and unhealthy or at least have dialogue options about it because there are some dialogues that imply this takes a huge toll on his body. which i mean. makes sense. the karsite weave feeds on magic. there's also further gale meta where i think he's actually a sorcerer who was trained as a wizard BUT I DIGRESS. i wanted to mention this before i got to the scene because it really effected my approach to writing jace.
i love sorcerer as a class. i think it's so interesting and there's so many different ways to play it. we're. not going to get to my jace frustrations though.
BUT. now we can get to the scene from chapter 9 of epilogue.
so, we're now learning more about this power that jace has.
we've only had it kind of alluded to before now. we had the flashback of the bleeding tiefling in chapter 6 and now we're seeing the power in action. the thing that got jace blacklisted from adventuring. (or well. what he says is the big thing. not the. y'know. assaulting a party member with modify memory and then leaving him with brain damage.)
we're gonna start here:
It has been years since he’s attempted this—much less when he’s been pinioned by a god. Porter would have never. Even on his worst days.
i know i structured epilogue to be purposefully vague and a little confusing about what's going on with jace but i want to start with this line because it really shows how much he resents ankarna. and honestly? he is resenting her for something that his grief is causing. grief is such a powerful thing and jace refuses to look directly at his grief. ankarna has never "pinioned" him. she truly was offering jace a gift. she wanted him to have a full, whole life where he could make his own choices without porter's influence. she did not take his magic.
jace is stifling his own magic with the immense weight of the grief and longing he cannot imagine. but, of course, he is going to make this into an ankarna vs porter thing. ankarna will never be able to win as a goddess here. he's going to pick porter every time because jace truly, wholeheartedly believes porter is the only one there for him.
even if he is unsure if porter loves him.
He can feel the strange hollowness—that hungry, infinite well that’s sunk deeper and deeper into him since he reanimated—, but beyond that is the cold font of magic he’s always drawn upon. Familiar. He closes his eyes, focuses upon it, can see the shimmering, pale gold of it gathering just beneath the surface of his skin.
the idea of innate magic is so interesting to me. here's this thing that jace has always known, always connected to. it's familiar. even if he sees it as cruel (and... that also begs the thought. is his magic actually cruel or is it adapting to what jace feels it is). and it's there. it's still there, just hidden. by his grief.
Divinity has always been his favorite—he’s always known the taste and feel of it, intimately.
divine magic is all he knows. his own.... porter's own sort of divinity.... even if porter's divinity... is not all his... epilogue jace is a divine sorcerer... interesting that he's ascending someone. interesting that... maybe the divinity porter has isn't... ankarna's. things to think about for this universe....
NOW. we get into the actual magical casting. my intent with this scene was to really hammer home how much effort this takes jace. at this point he is still sick with resurrection sickness. mechanically resurrection sickness is honestly not that big of a deal. you're worse off with levels of exhaustion (which, honestly, i've been more looking at those rather than the disadvantages of raise dead.)
but we also have our first glimpse of jace earnestly casting something that isn't a cantrip and it's taxing.
He slits his eyes open, to watch the curl of his own fingers, the flex of veins and tendons beneath his skin. Evocation magic has always felt particularly uncreative to him. This feels no less brutish, but even he can make evocation magic something more. The weave around him bends—groaning like an old, cantankerous creature, but slowly it gives way. The air parts, ripping open at the seams. Crackling energy heats the air with a whistling whine. Jace can feel sweat soaking through his undershirt, can feel the way his body shrieks in protest, a new fever already beginning to burn through his body, he smells blood—can feel it dripping down his mouth from his nostrils. He continues, drawing strands of magic from beyond.
you also get to see some of jace's biases. he thinks evocation magic is brutish-- ironic considering what jace is doing right now could be considered brutish. but then he turns it. he says even he can make this brutish thing this brutish kind of magic more. he's better than other casters.
and he immediately feels the effects. he is sweating and bleeding. also, i see jace as a very electric caster. i know we all have our opinions on his preferred damage types but i see him loving electricity and psychic. especially epilogue jace who is... such a strange beast.
and now we get into my favorite part of this chapter. i really liked doing shorter lines for the end of this. jace is on the verge of passing out. he's expended himself for a chromatic orb. a first level spell. as a level 20 caster that's... quite a way to be brought low.
It always hurts the worst before it works. (His God taught him that, intimately.)
epilogue has jace growing-- becoming someone who takes. he doesn't have porter with him. so he'll take porter's teachings to heart to fill that hole.
With a screeching whine and a loud pop, a sizzling ball of vibrant lightning curls in his hand. A weight lifts from his chest. The crushing well of him feels less empty. Blood trickles down his nose, over the triumphant curl of his lips. He can almost hear Porter’s voice in his ear, warm and heavy with fondness, That’s it, sweetheart—there’s my Saint Stardiamond. Jace laughs. See, he thinks as he cradles the stolen, volatile spell in the cup of his shaking, bleeding hand, I could never be yours. And then he collapses.
and the culmination of his efforts.
jace steals a spell. something he should never have. his grief, for the first time, breaks. he pays for it with blood and sweat but he's rewarded. he gets his magic. he can picture porter's pride.
and then. he decides. that's not enough.
he uses this to show ankarna: you'll never be enough for me.
i'd argue this is the moment in epilogue when jace takes his final turn for the worst. he's going to take what he needs. by any means necessary.
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luxlightly · 2 years ago
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God, I hope they do more with Gale's character pretty early on in the full release of BG3 because I really want to like his character but at the moment he just exhausts me and rubs me the wrong way.
I feel like his character arc is going to have to center around accepting his own flaws and accepting he can't always have what he wants. That, in the grand scheme of things, he's not that important and he's not owed anything by the universe just because he's talented and wealthy. I can see his story being one of finally breaking out of these layers of denial he's in and learning to define himself by something other than his wizard's education. And in that way he could be really interesting.
But as it stands, he's my least favorite companion and by far my least favorite romance option. Which is ironic because I honestly thought he'd be tied as my favorite with Astarion, when I first met him.
But it's quickly established that his entire character is just thinking he's the gods gift to magic, thinking he's a "gentleman", and not being able to accept that a woman turned him down. Ironically he mocks Wyll's clearly put on heroic persona for being egotistical yet can't even comprehend the idea that he was just never going to be that interesting to Mystra. He was a passing fling that interested a goddess briefly. But his character revolves around his inability to accept being told "no" and it really rubs me the wrong way.
His parents said he couldn't have a cat so he just summoned a flying one. Mystra lost interest in him so he pulled a hugely stupid move and now is a living bomb waiting to go off. If you don't give him any of your powerful magic artifacts, he'll make a deal with a devil and blame you for it. He goes on and on about how youth is a time for making mistakes and how one shouldn't have to face consequences for their actions in their youth. But his actions have put thousands in life threatening danger and he still only seems to see his mistake as being not successfully returning Mystra's magic, not having attempted in the first place. And he still seems convinced he's going to win her back.
His romance arc is mostly just him somewhat condescendingly explaining magic and the weave to you, regardless of if you are also a spellcaster. If you point out the fact that you already know magic, he'll get upset at and basically tell you it's not as good because it's not *wizard* magic like his. Then he sleeps with you , only telling you the following morning that he's still trying to get back with Mystra and doesn't even really consider them to be fully broken up. And yet his idea of himself is still about how he's such a "gentleman".
Like I said, I really can see them doing some very interesting stuff with him by defining his character arc as one of accepting one has lived in denial or illusions of grandure and learning humility and responsibility. I trust the writing so far enough to trust something like that will happen, but I just hope it happens sooner rather than later. I don't think I could put up with more than one act of "gentleman" Gale before he gets his act together and gets a handle on his ego and condescending attitude.
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glacierbash · 1 year ago
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general 2 and story 10 for companion asks for kharae!
WAOW more kharae content incoming!!! Unlike before, there are a whopping 0 trigger warnings for these! so just look at this picture of her looking so surprised and terrified. kiss her forehead.
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questions are answered below the read more!
-2: Do the other companions have special comments or reactions upon recruiting your Tav? A: Yes! However, the only one I can be 100% certain on is Gale, who comments on Kharae's lack of control with her magic. He welcomes a fellow master of the weave, but warns that she may prove dangerous in a fight where utmost caution reigns supreme. If Kharae is in the party, she'll quip that, "Don't worry, wizard--I'll make sure you don't run out of your usefulness too quickly. Others most likely comment on the fact she appears to be Lolth-Sworn, or her magic, but both earn dismissive responses from Kharae.
On the FLIP side, however, Kharae does have reactions to recruiting other companions!
-Gale: We've already touched on this. They bicker instantly. The end. -Astarion: "I didn't expect a surface-elf to remind me so thoroughly of being home. If I had a copper for every time I woke up to a knife to my neck, I'd have enough wealth to buy myself a cure for this tadpole. Keep an eye on him, but so long as he points that sharp thing towards others... I can approve of keeping him around." -Wyll: "Talented with a blade and with magic. I'm envious. And his eye is like mine..! Ahem. I would like to talk to him more, when we have time; perhaps I can convince him to teach me something as well?" -Shadowheart (if somehow recruited before her): "I know better than to test my luck with religious types. Pray all she wants to whatever god she believes in, but keep it well away from me. I've had my fill of it." -Lae'zel: "I heard tell of the Githyanki from a few of my companions who would venture to the surface before, in my youth. I never thought I would ever meet one... She's so talented, and with such an innate mastery over the psionics, too..! Ah--What was the question, again?" -Karlach: "I've often wondered if there was some way to empower my magic, without running the risk of burning myself apart. Looks like I have an answer to my questions. Though to be a soldier for such a long time, surely she knows something... We would be wise to keep her around. Just be sure not to keep anything important around her, lest it go up in flames." -Minthara: "I feel like I'm back home. But, for as intense as that woman is, she is powerful. Useful. I would like to know what Menzoberranzan was like for a woman of power and class. I fear approaching her, though, may spell my death." -Jaheria: "I have never before met a woman whose brain I so wished to pick apart like Jaheria's. She's so wise, and so strong. I, ah... Ahem. Pardon me." -Minsc: "...I believe I have heard his hamster eating my bag at night. I hope it did not eat anything bad." --
-10: How do they react if the PC licks the dead spider in the Gauntlet of Shar? A: Ehehheehheheheh. First lick? +1 Approval.
"Ah, I have had to do worse to survive. I honestly did not know spiders even had meat. I thought only driders did."
Second lick? -5 Approval. "...Why did you keep going? We have food back at camp--Your face. Why is your face doing that. Why do you look... Oh, gods no. You... You... No."
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mybg3notebook · 3 years ago
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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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raeynbowboi · 5 years ago
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The Character Forge: How to Play as Link in DnD 5e
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Link is without a doubt one of the most iconic heroes in fiction, which is why I’m excited to work on this build of Link. Now, of course Link has a long history of games where he’s had a wide variety of skills and abilities. So, for this build, I wanted to focus on his most recurring skills and items, and try to find DnD items with similar effects, if possible, to fill out his arsenal. Link is a multi-talented young man who has a talent for many skills, weapons, and items. He’s extremely flexible in what he can work with, and that was a primary focus of this build: to broaden his abilities as much as I could.
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The Makings of a Hero
Hylians are clearly some kind of elf. You could make Link a Human or Variant Human if you want, but if it looks like an elf and it hyaas like an elf, chances are it’s an elf. There are a lot of kinds of elf he could be. Hylians are closely connected to the gods and think highly of themselves, so High Elf is a strong possibility. But Link is also something of a wilderness expert, so he could be a Wood Elf too.
Link is clearly good, but where on the goodness scale is a little less clear. He is a champion for goodness and light, so he could be Lawful Good, but he’s also jokingly famous for breaking into random houses and smashing random pots to steal people’s hidden money, so he could fall under Chaotic Good. And that divide could also make him Neutral Good.
As for background, that also tends to differ between game. Sometimes he’s a simple villager, a rancher, a farmer, a knight, an amnesiac foreigner. He’s so inconsistent that it’s better to just give him a background that covers the skills he doesn’t pick up from his build. Top contenders for Link’s background would be Outlander, Knight of the Order, Soldier, Far Traveler, and Folk Hero.
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Skills, Abilities, & Items
Weapons      -Longsword      -Shield      -Bow and Arrows      -Bombs      -Slingshot      -Boomerang      -Greatsword      -Club      -Spear      -Magical Rods Skills      -Horse Riding      -Mounted Combat      -Dungeon Crawler      -Puzzle-solving      -Weapon proficiency      -Fighting Maneuvers Famous Items      -Triforce of Courage      -Master Sword      -Hylian Shield/Mirror Shield      -Hero Bow      -Ocarina of Time      -Power Bracelet/Golden Gauntlets      -Zora Tunic/Mermaid Suit/Zora Flippers      -Roc’s Feather/Feather Cape/Hover Boots/Glider      -Hookshot/Longshot      -Gale Boomerang      -Wind Waker      -Pegasus Boots/Pegasus Seeds      -Biggoron’s Sword      -Fire Rod      -Fire Arrow/Lightning Arrow/Ice Arrow/Light Arrow      -Ball and Chain      -Fierce Deity Mask
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Get to Class
Fighter     Arcane Archer     Battle Master     Cavalier/Knight     Champion     Monster Hunter     Scout     Sharpshooter
Paladin     Ancients     Crown     Devotion     Heroism
Ranger     Hunter     Monster Hunter
Rogue     Inquisitive     Scout     Swashbuckler
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Stats & Proficiencies
Honestly, Link was hard to stat balance at first. I figured his best stat should be Constitution to correlate with a late-game number of heart containers. Link needs to be able to take a serious hit, and he spends most of the game getting a bigger health bar for just that very reason. Aside from Constitution, nothing really stood out as more important, though Intelligence and Charisma can get the shaft a bit, as Intelligence covers mostly book-learning which Link isn’t really known for, and largely in part to being a mute, aside from dancing in the Subrosia dance hall or playing his Ocarina, Link isn’t exactly great with Charisma-based skills. That’s not to say he’s really bad at anything, though. Link is a real Renaissance Man, as he’s good pretty much everything. Which means he shouldn’t have any negative modifiers. But Link is also not the pinnacle of strength, durability, or insightfulness. He needs items to perform feats of great strength, speed, or stamina, and wouldn’t get very far without them, so he’s also not going to be the max in any of his stats either. Rather, he’s going to be competent in Intelligence and Charisma, and fairly good at everything else.
Proficiencies:      Acrobatics      Animal Handling      Athletics      Insight      Investigation      Nature      Perception      Stealth      Survival
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Link’s New Toys
    -Bag of Holding     -Triforce of Courage (Banner of the Krig Rune)     -Mastersword (Dawnbringer)     -Hylian Shield (Shield of the Hidden Lord, Shield +3)     -Mirror Shield (Repulsion Shield)     -Hero’s Bow (Oathbow)     -Golden Gauntlets (Gauntlets of Ogre Power)     -Zora Tunic/Mermaid Suit (Cap of Water Breathing, Cloak of the Manta Ray)     -Gale Boomerang (Storm Boomerang)     -Hover Boots (Boots of Levitation)     -Pegasus Boots (Boots of Speed, Boots of Striding and Springing)     -Fire Rod (Necklace of Fireball)*     -Fierce Deity Mask (Mask of the Dragon Queen) *There are items like the Wand of Fireball and the Staff of Fire, but both items require the holder to be a magic user, which Link is not.
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Name: Link Race: High Elf Background: Outlander Alignment: Neutral Good Class: Monster Slayer Ranger (6)             Battle Master Fighter (10)             Inquisitive Rogue (4) Base Stats:      Strength: 16 (+3)      Dexterity: 14 (+2)      Constitution: 18 (+4)      Intelligence: 10 (0)      Wisdom: 16 (+3)      Charisma: 10 (0) Saving Throws:      Strength: +9      Dexterity: +8      Constitution: +3      Intelligence: 0      Wisdom: +3      Charisma: 0 Combat Stats:      HP: 200      AC: 15      Speed: 30      Initiative: +2      Number of Attacks: 2      Proficiency Bonus: +6      Passive Perception: 19      Dark Vision: 60 feet Proficiencies and Expertise:      Acrobatics (Rogue)      Animal Handling (Ranger)      Athletics (Outlander)      Insight (Ranger)      Investigation (Ranger)      Perception (Elf)      Survival (Outlander) Skills:      Acrobatics: +8                 Medicine: +3      Animal Handling: +9        Nature: +6      Arcana: 0                         Perception: +9      Athletics: +15                   Performance: 0      Deception: 0                    Persuasion: 0      History: 0                         Religion:0      Insight: +9                        Sleight of Hand: +2      Intimidation: 0                  Stealth: +8      Investigation: +6              Survival: +15 Condition Resistances:        Charmed Immunities:        Sleep Racial Feature: Elf        Elven Weapon Training: Proficiency with Shortsword, Longsword, Shortbow, and Longbow. Ranger Feature: Fighting Style      Archery: Add +2 to attack rolls for ranged weapons. Ranger Feature: Favored Terrain      Forest     Grassland Ranger Feature: Favored Enemy      Monstrosity      Fiend Fighter Feature: Fighting Style      Dueling: Add +2 to melee damage rolls when using 1 one-handed weapon. Fighter Feature: Superiority Die      5 (1d10s) Fighter Feature: Maneuvers      Disarming Attack: spend a superiority die to force your target to make a Strength saving throw. On a failed roll, it drops 1 item of your choosing.      Feinting Attack: spend a superiority die as a bonus action, and select a target. You gain advantage against that creature and add the roll of your superiority die to your attack damage if you hit the target creature.      Parry: As a reaction, reduce melee damage you take by your dex modifier + the roll of a superiority die.      Precision Attack: add the roll of a superiority die to the damage roll of a melee attack you made.      Riposte: When an enemy’s attack misses you, you can make a counter attack, and add the roll of a superiority die.      Sweeping Attack: Use a superiority die to cause your melee attack to hit a second creature within 5 feet of your first target. Add your superiority dice roll.      Trip Attack: Use a superiority die to force a large or smaller creature to make a Strength saving throw. on a failed save, that creature is knocked prone. Spell Slots:      1st (4)      2nd (2) Link’s Spellbook      Cantrips True Strike      1st Level Cure Wounds Hunter’s Mark Wild Cunning Protection from Good and Evil      2nd Level Find Traps Actions:      Action Surge: take an extra action once per rest.      Primeval Awareness: Spend a spell slot. For 1 or 2 minutes, you sense the kinds of creatures within 1 mile of you, or 6 miles in forests and grasslands. Bonus Actions:      Cunning Action: Dash, Disengage, or Hide once per turn.      Second Wind: Regain 1d10+10 HP once per rest. Features, Traits, and Feats:      Archery Fighting Style: Gain +2 on attack rolls with ranged weapons.      Dueling Fighting Style: Gain +2 on damage rolls when armed with a single one-handed melee weapon.      Ear for Deceit: Any roll of 7 or lower on an Insight check against lying becomes an 8.      Extra Attack: You get two Attack actions.      Eye for Detail: Perform an Insight or Investigation check as a bonus action.      Favored Enemy: Deal +2 bonus damage to Monstrosities and Fiends. Gain advantage on Survival checks to track Monstrosities and Fiends, and Intelligence checks to remember information about them.      Fey Ancestry: Resistance to Charmed effects, immunity to magical sleep.      Hunter’s Sense: As an action, choose a creature within 60 feet. You learn the creature’s damage immunities, resistances, and vulnerabilities. Can be used 3 times per long rest.      Improved Combat Superiority: Your superiority die become 1d10s.      Indomitable: Reroll a failed save once per long rest.      Insightful Fighting: As a bonus action, make an Insight check against another creature’s Deception check. If you succeed, you can use Sneak Attack against the creature even without advantage for up to a minute. Doesn’t work if you’re disadvantaged. Wears off if you target a new creature with this feature.      Know Your Enemy: If you spend at least 1 minute outside of battle observing a creature, the DM will tell you whether the creature is superior, inferior, or equal to you in any 2 of the following stats: Strength, Dexterity, Constitution, AC, Current HP, Total Class Levels, or Fighter Class Levels.      Natural Explorer: Favored Terrains are Grasslands and Forests. While in your favored terrains: double proficiency bonuses for INT and WIS checks you’re proficient in, difficult terrain doesn’t slow your party down, always alert for danger, can move stealthily at a normal pace when traveling alone, find double food when foraging, and when tracking anything, you can tell how big they were, how many there were, and how long ago they passed through.      Sharpshooter: Attacking from long range doesn’t disadvantage ranged attack rolls, ranged weapon attacks ignore half and 3/4 cover, and you can -5 on a ranged weapon attack roll to add +10 to the damage roll on a successful hit.      Slayer’s Prey: As a bonus action, pick a creature within 60 feet of you. Add 1d6 damage to the first attack you make against that creature.      Sneak Attack: Add 2d6 to damage roll when you have advantage, or another enemy of the target is within 5 feet of it.      Thieves’ Cant: You can articulate covert messages in casual conversations.      Trance: Trance for 4 hours instead of sleeping for 8.      Wanderer: You have an excellent memory for terrain and don’t need a map. You can remember where to find settlements, foraging spots, and geographical landmarks. You can always find enough food and water to sustain yourself and up to 5 more people provided the land can provide food and drinkable water.
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I’m sure there’s some who will disagree with my picks, but I optimized a build around looking for enemy weaknesses, having a ton of proficiencies, and having a wide and varied arsenal of weapons at Link’s disposal. If you’d build Link another way, tell me what you’d do different. Who do you want to see me make next? And as always, I look forward to seeing you again at the Character Forge, where heroes are made.
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lairofsentinel · 4 years ago
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Mystra
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I'm so new in the Forgotten Realms lore that everything I read needs always further research. So far, what got me between disbelief and mistrust was Mystra stuff meddling with humans to such deep level. Because, really... what the fuck these Gods? I always have problems with Gods in fantasy worlds. I don't like them when they are like Greek mythology entities. I prefer them when they are a mere illusion of mortals.
However, here, in the Forgotten Realms, we got them as entities like Zeus... so they can have mortal fun. UPDATE April 2021: What it’s said in this post about shadow weave and shadow weave magic and shadow magic are incorrect. In 5e, shadow weave is not mentioned, apparently a non used concept anymore. In 4e it was collapsed with the destruction of the Weave, and Shar attempted to recreated it, failing at it because she never “was” the Shadow Weave. Shar always rejected that level of commitment. However, according to bg3 [Ethel’s words] shadow magic currently is the same as netherese magic, described by Gale/Narator also as “Primal weave” or “blackest weave”. No book from 5e says a word about shadow weave anymore. 
According to what I've read, Mystra was, in fact, a young peasant girl with non-trained skills in magic, but somehow, she became the Goddess of Magic when Netheril fell. [I need to read a lot of Netheril because apparently everything bad comes from there. It's the Tevinter of the Forgotten Realms. I honestly don't understand how you just become a goddess out of the blue. One day a mediocre mage, the next one, Goddess of the Magic itself. What a gap there.]
As a Goddess, she has a system to determine who is her “Chosen One” (hence why Gale explicitly said that word, it was not by chance). The Chosen Ones have unique access to the Weave and therefore they cast powerful magic. Among their responsibilities, they need to research new magic, wander the Realms fighting the evil (and/or doing research), and to stop the abuses of magic and the imbalances of the Weave. This makes Shar followers an easy target for them to strike so far I understand, since Shar crafted an alternative Weave (Shadow Weave) from where she drags the power that infuse into her followers. However, it's a mirror Weave, extremely dependable of the normal Weave. Like Gale explained, when Mystryl died, the Weave stopped existing, and with it, the Shadow Weave fell apart too. It seems that Shadow Weave is an aberration, an imbalance of the Weave itself. [So, Shadowheart and Gale may have strong discussions on the matter.]
The man who was Mystra’s first Chosen One was a lesser god called Azuth (we found some books of this guy in BG3). The man was his devotee (despite being a low rank deity as well), his servant, his chosen one, and later, his lover (when Mystra was still Mystryl). It seems he shifted his role to a more fatherly one when Mystra was reborn [Oook]. He also was in love with another Mystra's chosen, so... divinity polyamory we have here.
Then she proceeded to accomplish a strange plan [details of this atrocity here]: to have seven immortal Chosen. So she possessed a sorceress who conceived seven immortal women with her husband [thanks god it was with her husband and not with a random man that Mystra fancied]. These women are known as the Seven Sisters, all of them are “chosen ones” of Mystra, and in a sense, they are also her daughters. [oh, boy. Greek Gods-like stuff.]
She also named Chosen One a necromancer called Sammaster who was doing research related to metamagic and dragons. The story says that Mystra appeared before him and they “spent 10 days together”, turning him into his Chosen One for a while. She apparently had a whim to choose him because soon a previous chosen one was going to die in battle, so she wanted to sort this out sooner than later. The story also says that this encounter made the necromancer feel as though they were in love. [I see the pattern now....] What it's worth highlighting: this man went into deep undead research all his life showing that Mystra has a weird moral sense of what is good from evil, which makes sense, since (magical) knowledge by itself has no alignment. Magical knowledge is never good or evil, it depends on the use you give to it (It’s also worth noting that the previous Mystra was True Neutral while the one reborn in Midnight was Neutral Good. There are two different Mystras in history.). But returning to the necromancer, the guy, in the end, manipulated by a priest of Bane, abused of his powers of Chosen and Mystra removed them. He concluded that most of his problems have been caused by accepting Mystra's role as Chosen One. Soon after that Sammaster became evil and succumbed to madness.
In short, Mystra is a goddess who loves to play favourites, and encourages research in a competitive way using a certain degree of seduction for that. So that, the Arts and the arcane knowledge will be always expanding via competition [she has such a neoliberal-magic ideas]. So, being her Chosen One seems to bring a lot of responsibility and troubles. However, it also grants you fancy benefits:
Casting more spells with less effort. 
Natural detection of magic (maybe some residual effect of this ability is what makes Gale able to sense shadow magic in Shadowheart or in the Main Character if they are a user of magic. Hence his “that gust of weave”. Gale also presents sensitivity to detect magic via smell (mirror) and taste)
Development of magical immunities, and sometimes even poison and disease immunities.
The chosen ones become harder to kill, kind of tank-wizards. [Which feels like an oxymoron, lol.]
And the most important blessing: silver-fire [this is the fire Gale speaks about when his spell failed] Which is an overpowered ability in the Forgotten Realms. It can destroy any barrier and does massive damage. It can be cast once each hour, which is... wow. It can destroy “dead magic zones”, which are zones disconnected from the Weave and therefore, places where no common magic can be cast. With Silver-fire, such zones are reconnected to the Weave and become part of Mystra's influence once more. And finally, it allows precise teleportation once a day.
What we can infer now from this info and Gale, is that... when he got Mystra’s attention, it was not just because he was a prodigy alone. It had to be whether he was doing some research that interested her (probably not) or his fate was going to lead him to unknown knowledge in a future. Considering what he did with the netheril orb, one would say that maybe Mystra saw that event in a future, and considered it interesting enough to choose Gale as the one dealing with that bit of hidden and dangerous knowledge. Because so far I read, it’s clear she can see future or potential in a certain degree, and determine who replace her chosen ones. We also saw she favours those who explore the unknown without moral issues, and she has no reserves to exploit that by seductive ways. 
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Now, unlike Sammaster, why did Gale stop being his Chosen one if his fate was to retrieve that netheril orb? I believe she removed his title of chosen one when Gale got that orb stuck in his chest, not because his action was an aberration before her eyes (we remember she is quite flexible in her morals) but because the artefact was dangerous to herself. That orb looks to me like something that imbalances the Weave in great escale; it’s basically a necrotic black hole which feeds on Weave. Maybe she removed her favour on Gale because now the man had a power that could consume her. Remember the Chosen Ones are constantly in “touch with her body/weave” [lol, horny gods these gods], and considering that thing sucks all Weave... it seems obvious that could eat her up. So, maybe, all this stuff of Gale being Chosen One was just another of her plans to access to the knowledge of that tiny bit of primal Weave, completely hidden from her, and she is expecting for Gale to resolve it in order to recover his benefits as Chosen one. 
She certainly is a super smart goddess, basically a mastermind, who doesn’t care to whom she uses and discards in order to obtain knowledge. So, using Gale this way, without explanations.... it could be one of her plans. Turn into her lover a young man that would be desperate enough to risk reaching dangerous spaces to offer her precious unknown knowledge. The plan became too dangerous to Mystra, so she severed the deep link between them out of preservation, and now she is waiting for him to solve it, offering her the knowledge obtained from the process. Absolutely possible.  
But we’ll see. So far, I know a little bit more of Mystra.
Update of several days after writing this: The more I think about all this info, the more I wonder if Mystra’s Chosen One system splits her champions into two different groups: The “valuable” Chosen Ones, where Elminster and her seven daughter fall; they are the embodiment of the good use of magic in favour of neutral or good uses. And then, you have the “disposable” Chosen Ones, who seem to be more like victims of a certain degree of manipulation of the Goddess. In this category falls the necromancer Sammaster (and potentially Gale?). They can have more grey morals, but as long as they provide new knowledge and advance in the Arts, she favours them anyways. I mean… so far I read, Elminster was never “in love” with Mystra, and all that crappy dynamics between Goddess and mortal was never part of his relationship with her. His lover, though, was one of the Seven Sisters, so maybe that’s why Mystra controlled herself. I don’t know xD [These horny gods]. But when it comes to the necromancer’s story… it feels as though she encourages this seduction so the wizard will take all the necessary risks to go beyond the limits of knowledge to get her attention and favour. There is something manipulative there. 
More content of bg3 in general [here]
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captainquestionart · 7 years ago
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hey my man, amazin work on act omega- the team behind it is wonderful!! im lookin to make a fanventure myself, could you give any tips as to pixelling in gg and how to edit images? you know like basically any recoloured, edited clusterfuck of an image in homestuck that hussie does (planets, for example) + how you tilt to have them at different angles? sorry if this sounds like a loooot and you can completely ignore this ask(!), but im just clueless and motivated, my guy
Thank you for asking! I never get asks and I’m always glad to help with any questions like these.
…Anyway, the team behind Act Omega is definitely wonderful, take it from me. My job is typically to do all sorts of sprites/ sprite edits (like the ones in the [S] Resume animation) and I draw the characters and/or backgrounds for panels often enough, so I can definitely give you some tips on those things.
Most editing effects like the ones you asked about aren’t really my domain - a lot of them are done in Photoshop by (among others) our amazing art director @joyfulldreams (she’s seriously great go follow her please), so I asked her for some additional tips.
(This is probably going to turn out long enough to be annoying to scroll past, so I’m putting it all under a read more.)
First off, I have to clear up that when it comes to editing the typical Homestuck sprites (like the ones in [S]:Resume), GraphicsGale hasn’t been my main tool.
The first thing I did for Act Omega was drawing some talksprites (for Tumblr asks, mine were never actually used). I used to do that in Gale, but as soon as I tried it using Paint Tool SAI’s aliased brush (Legacy Pen) instead, I decided that was more comfortable. Most of my work for Resume, redrawing sprites from Collide we couldn’t find elsewhere, was done that way too.Pros of using SAI (and probably Photoshop too? Not 100% sure) for sprites compared to Gale include:
The layers are much, much easier and more intuitive to use than Gale’s. To me Gale’s layers kinda suck and using them is always a pain.
Using a sketch is easier too, and you can make it semi-transparent
Gale doesn’t really do pen pressure, which is most important in talksprites but still can be helpful for the regular sprites too.
That said, when I had to make entirely new animations (like the one above), I had to use GraphicsGale, with its handy preview feature, and it is perfectly possible to use only Gale for everything. Rotating things also had to be done in Gale and then manually cleaned up a little, since SAI will turn anything you try to transform into an ugly anti-aliased mess.
So, bottom line is, I personally prefer to use Gale and SAI in combination, but that’s not strictly necessary. If you’re going full-on Gale (and now I’m gonna assume you haven’t used it too much before), here’s
A few quick practical tips on using Gale I wish I had figured out earlier:
The default settings of Gale include a 1 pixel brush and a 3 pixel brush, but no 2 pixel brush. Since pen pressure won’t save you here, that’s inconvenient. The less you need to go back and painstakingly correct your lines to be the right size, the better. You’ll want to make that brush yourself by opening a new file in Gale, 32x32 pixels, and 1 bit (2 colours). Make it look like this and save it as a bitmap (BMP) image: 
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And then find this option:
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and put your bitmap in there. Gale will recognize that as a custom 2px brush.
If you want to make your images have a transparent background, make sure you tick that box in the options of the frame, not the layer (the little ellipsis button next to each Frame thumbnail -see below). Gale still has no way of telling if your BG is transparent or just white, so I recommend always working with a different color as a background. That way you can tell from the animation preview - if the BG looks white there, it’s transparent. Also make sure these settings apply to every frame by changing “current frame” to “all frames”.
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If you want to change the opacity of something (like, say, god tier wings on a troll), you need to save the image as a .png first and tick the box “With Alpha Channel” underneath…
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     …then open the image again. Only then will the transparency slider above the palette sliders actually work. You can also use the thick blue pencil button:
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    …to set your pencil tool to opacity mode, which will make anything you draw over into the opacity set by the slider.
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Now for some more Homestuck-specific tips:
You’re probably better off making sprites in separate parts (a layer for the head, one for the body, one for the arm(s)… from the start. It’ll save you a lot of trouble when you need to animate them. In fact, it might not be a bad idea to also put all of those parts into a neat spritesheet so you don’t have to look too far when you need to reuse something.
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(I didn’t see this one all the way through because there was too much to do but you get the idea)
If you don’t already, make sure you have a big folder of references from Homestuck, both panels and sprites, just so you know how The Huss would have done it. That might be more important for Act Omega since we’re trying so very hard to be as close to canon as humanly possible, but it’ll be very handy regardless.
What else is there… well, I could say some more stuff about the art style itself but I figure if you want to start a fanventure you’ll probably have the basics of that stuff down already.
Now, for what Joy had to say about editing images:“Say you need for example a scene on Prospit or Derse, then the process goes like this:1. Find an image (or images) on google that are generally of italian cities and cathedrals. A lot of iconic “Derse and Prospit” images actually come from pictures of the roof of the Milan cathedral, but generally you should get the gist with the Florence skyline and by cobbling together a bunch of cathedral images. 2. You want to use Photoshop tools like the magic wand or selection tool to cut out the sky and anything else that isn’t the actual building. Usually anyway depending on the image. If you have a picture with a bunch of tourists you could just crop them out or use the clone stamp tool to make them disappear oooooo.3. Turn the entire image grayscale, and (optional at this point but you might want to do it eventually) bump up the brightness and contrast. 4. Then you want to eye-drop pick from a canon Derse or Prospit image the light and dark Derse/Prospit colors. For prospit its like a bright saturated yellow and a more dark orange color? You can actually play around with the two colors you use to vary contrast and stuff if you’re putting together a bit scene. 5. Copy the cathedral layer and lock the opacity, put it above the original layer, and fill it with the solid light color. Set the layer mode to overlay.6. Do this again but with the darker color, and put it below the original layer.7. Lower the opacity of the original layer. It should start to look how hussie makes it look.8. Sometimes to give it an additional rough pixellated look, I’ll go to image>adjustments>posturize and play around with it. It gives the image some of that gif-ified look.But basically when it comes to hussie-fying images these are some of the basic main principles you want to keep in mind. The posturize effect, using overlay layers, and finding images and mashing them together creatively.
Also another key thing to note is that when you resize or transform things, there are different transformation MODES. In order to transform pixellated stuff, you want to use Nearest Neighbor. That will preserve sharp edges, but sometimes it can distort things and make it look weird. In situations like that Hussie often uses Bilinear instead, and then sharpens the transformed part. He usually ONLY does this when he is making things smaller or rotating them, not to enlarge anything, because then the blurred/sharpened-ness of it becomes way more obvious.This is honestly the best advice I can give. A lot of it is kind of fucking around with blending modes and layers until you get the right LOOK lol.”
(-Joyfulldreams 2017, give her a round of applause)
…So that’s pretty much some general technique pointers. I’ll post them publicly in case anyone else would like to know.I hope I haven’t just been stating the obvious here, wasn’t entirely sure what I could say that would really directly be helpful, but in any case, if you have any more specific questions you think I might be able to help with, please feel free to send me a PM.
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