Entry tags:
BALANCE - PATH, INVENTORY
Initial Path: Cleric
Current Path Actions:
○ Channel Divinity: (M) You feel the presence of your god with you and can use it to cause one of the following effects, up to two times per day:
• Prayer of Healing: Utilizing holy scripture brings up to four targets within 30' to at least half their health.
• Purify: Touching something that is desecrated will remove a curse placed on it
• Bless: Removes impurities from up to one gallon of water per day, making it both holy and clean for drinking/medical application.
• Turn Undead: Brandishing your order's holy scripture makes minor undead around you flee.
○ Spare the Dying: (M) If a person is close to the brink of death, you can use magic to touch them and stabilize them until further care can be provided.
○ Zone of Truth: (M)(P) You create a 15-foot zone around you in which anyone in it is unable to tell a lie. The person will know you have used this against them and may become hostile towards you after its use.
○ Acolyte: Wherever you go in a city, you're always able to find a temple that will take you in and provide room and board to you. Additionally, you're particularly apt at learning about religions that you do not practice yourself while staying in a temple blessed by a different patron deity than your own.
○ Sacred Flame: (M) You can create a ball of radiant energy in your hand. Good for illuminating or purifying unholy places... with fire.
○ Cure Wounds: (M) You can use magic to heal a person up to half their health. The target must be within touch range.
○ Sanctuary: (M) Your magic allows you to consecrate an area 10' in diameter that acts as a safe haven for you and your party members. Undead creatures cannot pass through the perimeter, and creatures with an evil alignment will feel extreme unease as they cross through into the area.
○ Proselytize: (P) You are extremely good at spreading the word of your god to other people. Providing guidance to them can help them become more amicable to your cause.
○ Silence: (M) You can use magic to create an invisible sphere, up to 10' in diameter, that refuses to permit sound to resonate within it.
Inventory:
○ One (1) brooch-pin thing, belonging to his father
○ One (1) Merciful Mace - This weapon is essentially the same as a regular mace, though old and rusty. However, it cannot reduce a creature below one hit point. Useful for delivering non-fatal blows.
○ The sacred Bluejeans family recipe for Barry's Booty Blastin' Bear Chili. It is excellent, Dwyer can make it excellently, the mods rolled a nat 20 for this to happen.
Current Path Actions:
○ Channel Divinity: (M) You feel the presence of your god with you and can use it to cause one of the following effects, up to two times per day:
• Prayer of Healing: Utilizing holy scripture brings up to four targets within 30' to at least half their health.
• Purify: Touching something that is desecrated will remove a curse placed on it
• Bless: Removes impurities from up to one gallon of water per day, making it both holy and clean for drinking/medical application.
• Turn Undead: Brandishing your order's holy scripture makes minor undead around you flee.
○ Spare the Dying: (M) If a person is close to the brink of death, you can use magic to touch them and stabilize them until further care can be provided.
○ Zone of Truth: (M)(P) You create a 15-foot zone around you in which anyone in it is unable to tell a lie. The person will know you have used this against them and may become hostile towards you after its use.
○ Acolyte: Wherever you go in a city, you're always able to find a temple that will take you in and provide room and board to you. Additionally, you're particularly apt at learning about religions that you do not practice yourself while staying in a temple blessed by a different patron deity than your own.
○ Sacred Flame: (M) You can create a ball of radiant energy in your hand. Good for illuminating or purifying unholy places... with fire.
○ Cure Wounds: (M) You can use magic to heal a person up to half their health. The target must be within touch range.
○ Sanctuary: (M) Your magic allows you to consecrate an area 10' in diameter that acts as a safe haven for you and your party members. Undead creatures cannot pass through the perimeter, and creatures with an evil alignment will feel extreme unease as they cross through into the area.
○ Proselytize: (P) You are extremely good at spreading the word of your god to other people. Providing guidance to them can help them become more amicable to your cause.
○ Silence: (M) You can use magic to create an invisible sphere, up to 10' in diameter, that refuses to permit sound to resonate within it.
Inventory:
○ One (1) brooch-pin thing, belonging to his father
○ One (1) Merciful Mace - This weapon is essentially the same as a regular mace, though old and rusty. However, it cannot reduce a creature below one hit point. Useful for delivering non-fatal blows.
○ The sacred Bluejeans family recipe for Barry's Booty Blastin' Bear Chili. It is excellent, Dwyer can make it excellently, the mods rolled a nat 20 for this to happen.
BALANCE APPLICATION
Dwyer: When I'm not working, I enjoy the simple pleasure of doing nothing. | |
APP HMD PERMISSIONS PLURK |


Character name: Dwyer
Age: Assumed 17
Canon: Fire Emblem: Fates, Revelation Route
Canon point: Immediately after the final chapter of the Revelation route
History: Wiki link
Dwyer is recruitable in Paralogue 4 of Fire Emblem: Fates in all three routes. As an optional chapter, the earliest point it can be unlocked is after the completion of Chapter 7 in Revelation if his mother is either Azura or, in the case of my Dwyer, the player unit Corrin. Because of this, his timeline understanding of events in the game start with Paralogue 4, and lead into Chapter 8 to his canon point, including the recruitment of the other children characters - aka Paralogues 2, 3, and 5-22.
Three key adjectives: Lethargic, Caring, Snarky
Influential Events: Considering that Dwyer is an optional unit with not a lot of bearing on the main story, the influential events in his life mostly come from his introduction and his interactions with others, as detailed below.
1 - Leaving the Deeprealms. Basically plot-convenience pocket dimensions, the child units in Fire Emblem: Fates are sent off to live in these places where the time moves faster than in the real world of the game. Because of this, the children grow to teenagehood and adulthood very quickly, but go long stretches of their time without seeing their parents, who don't seem to have aged a day. While Dwyer lived in his Deeprealm, he was not particularly motivated to do much, and when given the opportunity to act as invaders stormed his home, he preferred to stay back and heal his caretakers - and his parents' army, when they arrived on the scene. Without the experience of confronting a very real threat and seeing the perils his parents went through, he likely would not have felt the need to leave the Deeprealms to help with the war effort or properly better himself as a butler.
2 - Getting to better know his father. Dwyer had always had a competitive, contentious relationship with his father Jakob. Both have a very sarcastic and snarky way of interacting with others, Jakob being more pretentious and Dwyer being more apathetic, and when Dwyer was younger he would often be pushed to hold Jakob's very high standards in learning the butler arts. In being able to interact with each other on a more daily basis and in competing with each other in feats of butlery, they are able to build a rapport and understanding of each other where there was none before. While I would argue that Jakob's treatment of Dwyer is less than ideal and a considerably sensitive subject, it's still important for children to come to understand their parents in a way that they only can as they get older.
3 - Getting to bond with his mother. As an optional unit with many possible mothers, the general gist of Dwyer's support with his mother is that of gentleness and encouragement. It is only more fitting if his mother is the player character; Corrin is often shown being selfless, concerned for the well-being of others, which is a trait Dwyer already possesses even if he prefers to keep it to himself. To have that kind of relationship with his mother to oppose the rougher, more pressured one with his father is the kind of reassurance he needs to have confidence in himself and how he does things.
4 - Actually forming a relationship with his brother. Since Dwyer's mother in this case is Corrin, he becomes the elder brother of her son Kana by default. The boys were raised separately in different Deeprealms, likely never meeting until Kana is recruited, and so the time the two boys spend together, even though they are both expected to fight in a war to unite two opposing countries against a singular threat, is incredibly precious. They have to learn how to treat each other as proper siblings and look out for each other. It's really only through knowing Kana that Dwyer becomes a brother figure, someone for a younger kid to look up to and emulate, and that likely has an effect on how he conducts himself.
Link to Samples: Link to Sample 1; Link to Sample 2

Chosen path: Cleric
3 Abilities: Channel Divinity, Spare the Dying, Zone of Truth
Why this path?: Dwyer's role in Fire Emblem: Fates is that of a starting healing unit called a Troubador. The class is centered around maximum maneuverability via their horse mounts, in order to greater distribute those good, good heals to others in battle. Despite his initial "prickly via apathy" personality, he cares a great deal for others and for the quality of his work as a butler in their care. In order to be the best butler he can be, Dwyer has to be able to intuit the needs of others. He does this numerous times in his support threads with the other child unit characters; one poignant example is how he notices the hoarseness in the voice of Nina, who has been stalking him periodically, and makes her tea with herbs and spices that will help her throat feel better. In Dwyer's mind, doing tasks and things for his friends isn't work, and he genuinely enjoys it, but he prefers to keep that fact to himself. He is also considered in-canon as the person in the army with the most hidden talents; since he doesn't exert himself outside of getting his work done, it comes as a surprise to people when he proves his tenacity and skill. He is attentive and thoughtful, a trait that is much needed in someone who might be considered wise.
Entry tags:
INFO/PERMISSIONS

INFORMATION
Age: Between 17-19
Height: Slightly above average, but hunches, making him look more like he's average height
Weight: Average
Father: Jakob
Mother and/or Siblings: Prefer Mom!Corrin and Brother!Kana, but open to all possibilities when playing with others in games, memes, and private logs
Class: Troubador to Butler
Route Specifics: At present, I can play Dwyer from either Birthright, Conquest, or Revelation routes, as well as from the Heirs of Fate DLC. Just let me know beforehand what you'd like to play!
PERMISSIONS
I'm pretty much up for most anything, but please talk to me beforehand if you want to play anything regarding shipping, smut, or violence.
- BALANCE -
In particular for Balance, it should be known that Dwyer's path is that of the Cleric. He is currently able to use the path action Zone of Truth, which requires player permission in order to be used on others. Please let me know here if you are comfortable being included in any instance of a Zone of Truth!