TLV Antryg's Senses
25/8/25 23:54Antryg has the ability to notice magic and to read information about the spell caster! The nature of the Barge makes it easy for him to not notice something, but if you think it would be fun if he could find out something:
1. can he tell if the character is a magic user/non-human/specific type of nonhuman?
2. can he tell if your character has cast a spell
3. can he read something of the caster from the spell (this is a more metaphorical thing, what vibes does he get more or less if any)
1. can he tell if the character is a magic user/non-human/specific type of nonhuman?
2. can he tell if your character has cast a spell
3. can he read something of the caster from the spell (this is a more metaphorical thing, what vibes does he get more or less if any)
User Name/Nick: Sy
User DW: N/A
E-mail/Plurk/Discord/PM to a character journal/alternate method of contact:
anstaar on plurk & discord, PM character journal
Other Characters Currently In-Game: Fitz Kreiner, Shuos Mikodez, Armand, Erskine Ravel
Character Name: Antryg Windrose
Series: Windrose Chronicles
Age: 21
From When?: after Salteris Solaris found him in the monastery and brought him to the Citadel
Warden Justification: Antryg believes deeply in the capacity for change. He looks for the best parts of people and does his best to see that part of them grow. At the same time that doesn’t make him blind to the worst parts of them. He takes people as who they are, without projecting his own version of them over that. He would encourage an inmate to find in themselves the best person they could be in new situations and, more importantly, to help them find why they’d want to.
Item: a tarot card
Abilities/Powers: Wizards have an extremely wide range of abilities, and Antryg’s powers are even greater than most. He can see in the dark, send his senses out throughout a house, and automatically heals himself. He can create illusions of all types (and sees through them), can make spells through channeling power and intent through signs. There’s also magic that doesn’t even need those like manipulating probabilities, summoning light and shaping the weather. He can send dreams, scry in multiple ways, and ‘strengthen’ ingredients he’s working with to make them more potent.
He also has a special ability to sense things moving in the void between worlds and portals being opened up – along with being able to open them himself. He won’t be able to open those portals on the Barge.
Wardening Strategies and Philosophies:
As a warden, Antryg will see himself as a combination of teacher and companion. He has personal experience in getting free of bad situations and the marks they can leave on someone. He has a deep sense of duty as someone with great power, even as he knows how dangerous it is to use that power. He takes a passionate delight in every breath and has a hope in the future that has gotten him labeled as crazy by basically everyone who’s met him.
He wants to trust people and is perhaps too quick to do so, even as he has a hard time truly trusting that people care about him after growing up knowing the love and care he was shown was a manipulation. He rarely judges people but clearly sees both the good people do and the bad and looks for the reason for both.
As a warden, he likely wouldn’t be the best for people who don’t care at all about what they’ve done or who don’t care strongly in general as his strength of belief can be overwhelming. He has dealt with too much senseless cruelty to believe that he, personally, is a good fit for helping someone change in that respect. He wouldn’t help someone who needs a warden who seems serious or who knows how to deal with society, as that’s not something he’s managed himself.
Antryg would be a good warden for people who need the support of someone who believes they can change no matter what. He is constantly wrestling with various moral questions and is open about that and ready to discuss how complicated it can be to figure out what’s right or wrong on both a large scale and a personal one. He offers an example of being yourself after trying to force yourself to be someone else for the sake of others. He will try again and again, even when he fails. He also has a deep insight into people because he pays a lot of attention to who they are.
Antryg will take the Barge as it is: a place filled with people from a range of worlds stuck together and doing their best, or worst. It’s not the weirdest world he’s been exposed to, and the people aren’t the weirdest, either. He’ll be very excited to learn everything he can about everything.
Deal: The Dark Mage Suraklin dead and unable to ever return in any form
History:
Antryg was born the son of a peasant family in Sykerst, which is part of the Empire of Ferryth. Like all mageborn he showed signs of magic when very young, which left him wondering at the truth of it. Unlike most mageborn, Antryg’s vast potential for magic came upon him before puberty and came instead when he was nine. Almost driven insane by the dreams of magic, he was found by the Dark Mage Suraklin, who took him in.
Antryg spent eight years with Suraklin. He was used for many dark rituals and learned magic both great and awful, as well as seeing the damage Suraklin caused through his use of magic. He spent a long time desperately trying to be more serious and focused in the way Suraklin wanted to hold onto his love and affection, but grew to learn that it was manipulation, on top of being aware of the evil of a lot of the magic he was exposed to.
Suraklin had taken him in to groom him to some day be his next body in the Dark Mage’s quest for immortality. Antryg was unaware of this even as he knew that there was a reason he’d been taken. At seventeen, he ran away from Suraklin and spent two years hiding in a monastery until he was found by the mage Solataris who took him as a student and did his best to help him regain peace.
Sample Network Entry:
[Video]
[Antryg has figured out the communicator, with only several digressions to look stuff up in the library, taking it apart, putting it back together and hitting every button.
As he’s also raided the wardrobe room, abandoning his dark wizard robes, to all extents and purposes he looks rather like a teenager from Earth, though one who believes in wearing several necklaces of cheap look jewelry.]
Hello. [His voice is a pleasant baritone and he only seems somewhat unfocused.] I am Antryg Windrose, a wizard from Ferryth. I wish to apologize for the theft of silverware. I did mean to return them, but I’m afraid that several have been lost for traps. If you have any recent issues with ghosts, please let me know.
Next time, I’ll remember to request spoons from elsewhere.
Sample RP: link
Special Notes: Antryg won’t be able to open portals into different worlds, but would his senses allow him to notice a shift when someone arrives or departs?
User DW: N/A
E-mail/Plurk/Discord/PM to a character journal/alternate method of contact:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Other Characters Currently In-Game: Fitz Kreiner, Shuos Mikodez, Armand, Erskine Ravel
Character Name: Antryg Windrose
Series: Windrose Chronicles
Age: 21
From When?: after Salteris Solaris found him in the monastery and brought him to the Citadel
Warden Justification: Antryg believes deeply in the capacity for change. He looks for the best parts of people and does his best to see that part of them grow. At the same time that doesn’t make him blind to the worst parts of them. He takes people as who they are, without projecting his own version of them over that. He would encourage an inmate to find in themselves the best person they could be in new situations and, more importantly, to help them find why they’d want to.
Item: a tarot card
Abilities/Powers: Wizards have an extremely wide range of abilities, and Antryg’s powers are even greater than most. He can see in the dark, send his senses out throughout a house, and automatically heals himself. He can create illusions of all types (and sees through them), can make spells through channeling power and intent through signs. There’s also magic that doesn’t even need those like manipulating probabilities, summoning light and shaping the weather. He can send dreams, scry in multiple ways, and ‘strengthen’ ingredients he’s working with to make them more potent.
He also has a special ability to sense things moving in the void between worlds and portals being opened up – along with being able to open them himself. He won’t be able to open those portals on the Barge.
Wardening Strategies and Philosophies:
As a warden, Antryg will see himself as a combination of teacher and companion. He has personal experience in getting free of bad situations and the marks they can leave on someone. He has a deep sense of duty as someone with great power, even as he knows how dangerous it is to use that power. He takes a passionate delight in every breath and has a hope in the future that has gotten him labeled as crazy by basically everyone who’s met him.
He wants to trust people and is perhaps too quick to do so, even as he has a hard time truly trusting that people care about him after growing up knowing the love and care he was shown was a manipulation. He rarely judges people but clearly sees both the good people do and the bad and looks for the reason for both.
As a warden, he likely wouldn’t be the best for people who don’t care at all about what they’ve done or who don’t care strongly in general as his strength of belief can be overwhelming. He has dealt with too much senseless cruelty to believe that he, personally, is a good fit for helping someone change in that respect. He wouldn’t help someone who needs a warden who seems serious or who knows how to deal with society, as that’s not something he’s managed himself.
Antryg would be a good warden for people who need the support of someone who believes they can change no matter what. He is constantly wrestling with various moral questions and is open about that and ready to discuss how complicated it can be to figure out what’s right or wrong on both a large scale and a personal one. He offers an example of being yourself after trying to force yourself to be someone else for the sake of others. He will try again and again, even when he fails. He also has a deep insight into people because he pays a lot of attention to who they are.
Antryg will take the Barge as it is: a place filled with people from a range of worlds stuck together and doing their best, or worst. It’s not the weirdest world he’s been exposed to, and the people aren’t the weirdest, either. He’ll be very excited to learn everything he can about everything.
Deal: The Dark Mage Suraklin dead and unable to ever return in any form
History:
Antryg was born the son of a peasant family in Sykerst, which is part of the Empire of Ferryth. Like all mageborn he showed signs of magic when very young, which left him wondering at the truth of it. Unlike most mageborn, Antryg’s vast potential for magic came upon him before puberty and came instead when he was nine. Almost driven insane by the dreams of magic, he was found by the Dark Mage Suraklin, who took him in.
Antryg spent eight years with Suraklin. He was used for many dark rituals and learned magic both great and awful, as well as seeing the damage Suraklin caused through his use of magic. He spent a long time desperately trying to be more serious and focused in the way Suraklin wanted to hold onto his love and affection, but grew to learn that it was manipulation, on top of being aware of the evil of a lot of the magic he was exposed to.
Suraklin had taken him in to groom him to some day be his next body in the Dark Mage’s quest for immortality. Antryg was unaware of this even as he knew that there was a reason he’d been taken. At seventeen, he ran away from Suraklin and spent two years hiding in a monastery until he was found by the mage Solataris who took him as a student and did his best to help him regain peace.
Sample Network Entry:
[Video]
[Antryg has figured out the communicator, with only several digressions to look stuff up in the library, taking it apart, putting it back together and hitting every button.
As he’s also raided the wardrobe room, abandoning his dark wizard robes, to all extents and purposes he looks rather like a teenager from Earth, though one who believes in wearing several necklaces of cheap look jewelry.]
Hello. [His voice is a pleasant baritone and he only seems somewhat unfocused.] I am Antryg Windrose, a wizard from Ferryth. I wish to apologize for the theft of silverware. I did mean to return them, but I’m afraid that several have been lost for traps. If you have any recent issues with ghosts, please let me know.
Next time, I’ll remember to request spoons from elsewhere.
Sample RP: link
Special Notes: Antryg won’t be able to open portals into different worlds, but would his senses allow him to notice a shift when someone arrives or departs?