Kakari "Kha'li" Lakari (
healsformeals) wrote2014-04-01 11:38 am
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OOC Information
Player Name: Kaed
Player Age: 28
Player Contact:
cinnaberry |
Katarou
Player/Character HMD: Here!
Other characters in game: N/A
IC Information
Character Name: Kakari "Kha'li" Lakari
Character Canon: Final Fantasy XIV: A Realm Reborn
Character Age: 18 Eorzean years
Character Gender: Female
Canon Point: Post-Through the Maelstrom main scenario quest.
Character History: Here is a list of all of the main scenario quests for Final Fantasy XIV: A Realm Reborn. However, since there are areobviously so many of them, I'll be recapping the more important points of the game's history and Kha'li's role in it.
Kha'li (born Kakari Lakari) was born to a (then) small merchant family in the small merchant town of Silver Bazaar, outside of Ul'dah and by the coast. For a long time, it was just her, her mother and father, and her elder twin brother and sister, with her father making just enough as a merchant to support the five of them. But, around the time that Kha'li was five years old, her parents made the decision to take the risk and move the entire family to Ul'dah, in an attempt to make things better for themselves.
The family moved, and with all of their savings, they purchased a small apartment and a stall on the Sapphire Avenue Exchange. The apartment was big enough for the five of them to live, albeit cramped, and the stall was her father's first actual opportunity to own a stationary business. Before, it had consisted of much traveling between Silver Bazaar and Ul'dah. A fresh start if there ever was one.
Kha'li's father's trade ended up positively thriving, and after a few years they eventually moved up in the world and purchased a storespace with a home built in above it on the Ruby Road Exchange. This wasn't just because the business was doing well and needed a bigger storespace, but also because they needed more living space - in several years' time, Kha'li's family had also expanded, in the form of a pair of twin boys when Kha'li was six, a younger sister when Kha'li was eleven, and a younger brother when Kha'li was twelve. Life became busy and loud, but Kha'li would have it no other way. She was beginning to help her father in the shop like her older siblings were, and this, in turn, was introducing her more and more to the adventurers that patronized their store. Everything was going wonderfully.
But all of that changed when theFire Nation Garlean Empire attacked.
There had been whispers among adventurers for quite some time of the Garlean Empire, of things that Kha'li never understood and her parents would never explain. So, she hadn't perceived any sense of threat, simply because, to her, there hadn't been one. She'd gone about her life as any thirteen year old daughter of a merchant would, without any care in the world more than dragging herself out of bed to help with the store. But in the span of one night, her entire world would change.
It was a night like any other. The shop had been closed, dinner had been had (albeit noisily, as Kha'li's younger twin brothers liked picking on their older sister) and the family was just beginning to clean up when voices began to raise from outside. Kha'li and her siblings ran to the windows to see what was going on, only to find many people crowding the streets with their eyes turned to the skies. Looking themselves, the sky was littered with fireballs slowly descending toward the ground, their distant impacts shaking the ground just slightly. Ever the curious one, Kha'li ended up slipping outside to join the crowds in order to get a better view. But, moments later, the lesser moon Dalamud exploded into millions of pieces, sending those pieces shooting down at the earth like projectiles with several of those colliding in and around Ul'dah. With those collisions came large, flaming chunks of debris, which rained down on the crowds as they tried to disperse and flee the area. Kha'li and her family managed to escape unscathed, but many around her weren't so lucky. Flames and dead Ul'dahns would haunt her nightmares for years to come.
Rebuilding took time and effort. Lakari Sundries remained open, but their house above it had taken some minor damage, and the family stayed with friends for a short time while repairs were made. In the long run, they were lucky, considering several areas of Ul'dah were nearly destroyed. In the aftermath of the Calamity, more and more adventurers were seen, but many refugees also began to seek solace in the walls of the city. The city itself didn't seem keen on showing them any hospitality, and in the eyes of many, refugees were seen as pests and nuisances and were avoided like the plague. Camps slowly began to spring up outside the city walls, but inside the city, they were seen as no better than rats. Kha'li, though, was one of the few that didn't see things this way. On rare occasion, when she could get away with it, she would slip a refugee some food at no charge. After all, these people couldn't help being displaced, and in her eyes it was cruel to treat them as if they were criminals.
This continued over the years, and even though repairs were made and the city of Ul'dah rebuilt itself, the refugees never really went away. Many other areas of Eorzea had been stricken just as Ul'dah had, and many didn't have the money or resources to rebuild. Kha'li grew up in the shop, helping those that could not help themselves while also learning a keen business sense. One of the many that she had helped was a Lalafell girl named Allumette - who, unbeknownst to Kha'li, would become a close friend and more in the future.
And over those years, she watched numerous adventurers come and go... and that in itself ignited in Kha'li a desire to go adventuring. It was a slow-building sort of itch, one that started as a random notion one day and seemed to grow and grow until she could hardly sit still. Familial obligation was all that kept her rooted to where she sat, though, but speaking with one particular shop patron by the name of Sidonia was all that it took to send her packing for the land of adventureand money-making.
Her decision was a solid one: she had been helping refugees for years, so why not help those that could afford to be charged for it? Many adventurers were sellswords, but to her knowledge she had never heard of anyone charging for healing. It would be the perfect setup, and all she needed to do was put on the face of the helpless healer far from home and needing a way to support herself.And also, she would change her name from Kakari to Kha'li. Because "Kakari Lakari" rhymes too much and it's just not adventurerly.
And it worked. After saying her goodbyes to her family and traveling to Gridania to enlist in the Conjurer's Guild, Kha'li found out just how willing other adventurers were to part with a little gil or some food or clothing in exchange for heals. With her business plan in full swing, she decided to go ahead and enlist at the Adventurer's Guild in Gridania, headed by Mother Miounne. In the process, she met up with Allumette, who she recognized as being the Lalafell she'd helped back in Ul'dah. (And she offered heals, of course - though this time, not for free. If Allumette was an adventurer now, she could surely afford a few heals.)
Joining the Adventurer's Guild led her on into a series of requests and odd jobs, as well as down a path that ended up in her catching the attention of the Scions of the Seventh Dawn.
She delivered meals. She ran errands. She walked dogs and scrubbed toilets and peeled potatoes-- okay, not really, but you get the idea. Regardless, she worked her way up in the eyes of the Gridanians, and more and more, she got swept up into helping their nation. As Gridanians heavily rely on keeping the elementals of the Twelveswood in check, being a conjurer came in quite handy - a lot of her quests for the Conjurer's Guild also involved learning about and quelling the elementals, so it served somewhat as double duty.
But, in investigating one such occurrence, Kha'li stumbled upon two of the Scions - unbeknownst to her, of course. Yda and Papalymo were also investigating the strange activity. Still, the forest had been angered, so there was no choice but to fight alongside them in order to dispatch the enemies that came to call. When the creatures had been dealt with, she found a crystal laying on the ground in their wake... and of course, she picked it up. This triggered the first time that Kha'li ever blacked out. In reality, though, she was being called upon by Hydaelyn, the Mothercrystal, to collect more of those same crystals, alongside others that had been entrusted with this same task.
Her blacking out didn't go unnoticed, though. She, Yda and Papalymo had parted ways, but word had spread back to the rest of the Scions about what had occurred. In the meantime, Kha'li adventured on, gaining money and growing in standing in both the Conjurer's Guild and Gridania itself. She soon became Gridania's envoy, traveling to the other two great nations of the alliance, battling through three dungeons and meeting with friends old and new. She met up with Allumette once more, as well as Sidonia and Gaia. And eventually, she's called to meet the Scions of the Seventh Dawn, where the leader, Minfilia, explained that her visions and blacking out were actually something called the Echo, a power that she herself possessed. With the explanation came an invitation into the Scions, and Kha'li was more than willing to accept.
Her first task, along with Allumette, Sidonia, Gaia, and Arenlona and Xha'wo (two more recent acquaintances), is to look into a case of missing persons out at Camp Drybone, in Thanalan. Investigations turned up that a man was willingly handing over "kidnapped" people to the Amalj'aa, in order to keep the camp safe. They had set up a trap to stop the Amalj'aa, but a group of Flame Soldiers ended up calling the Amalj'aa on them, subsequently getting them all kidnapped in the process and dragged to where the Amalj'aa were summoning their god: Ifrit.
The Flame Soldiers, in the summoning process, were "tempered" - brainwashed, to serve and obey Ifrit unconditionally. But, due to Hydaelyn's influence on all of them, they were spared the tempering. ... of course, this just meant that they had to fight Ifrit. And, as we all know, Kha'li and large amounts of fire do not mix. Ifrit's flames triggered traumatic memories of that night five years prior, setting off a sort of Blue Screen of Death mode in Kha'li, rendering her completely unable to function. To keep her from hurting herself or others, Arenlona ended up knocking the poor Lalafell out, which was probably the smartest decision anyone could possibly have made.
Kha'li awoke much later, completely unaware of what had happened and feeling only slightly guilty for not being there for her friends. Just slightly. Still, she was lumped in with the rest of the group as being considered a hero for felling the primal Ifrit, and somehow she still ended up attracting the attention of the three Grand Companies - the Order of the Twin Adder, the Maelstrom, and the Immortal Flames. It took very little thought to make her decision: though she were the emissary of Gridania, her home was still Ul'dah, and she was still rather loyal to it. Thus, she ended up joining the Immortal Flames, alongside Gaia and Allumette.
Their next mission on part of the Scions was to travel to Gridania, where the relationship between the Gridanians and the Sylphs had suddenly become quite tense indeed. The Twin Adder was wary of the Sylphs possibly summoning their own primal god, Ramuh, and suddenly Kha'li and party were being sent to the Sylphs as emissaries, to verify exactly how the current relations between Gridania and the Sylph stood. In the process, they ended up finding out that the elder of the Sylphs had actually disappeared into an old, abandoned cave-prison called Toto-Rak. They fought their way through to find the elder... only to find their way blocked by a dark-robed figure - an Ascian by the name of Lahabrea, who sends a darkness-ridden banemite on them. It is easily defeated, however, and afterwards, the group manages to free the elder Sylph, Frixio. It was then that Kha'li gets an Echo, seeing that Garleans had come into the forest. It was later found that some of the Sylphs had been tempered, as the Garlean presence had pushed them to summon Garuda in order to protect themselves. No harm was actually intended towards Gridanians, thus, the problem was solved.
The group returned to the Waking Sands - the headquarters of the Scions - and fell into discussion regarding the remaining primals. Many beast tribes did not have the resources to gather enough crystals to summon their gods, so they were of the least worries... but Garuda, the Ixal's god, was high on the list of Things to Be Highly Concerned and Possibly Very Worried About. Still, at the moment, there wasn't much that could be done... Kha'li did, however, confide in Minfilia about the Ascian they had encountered, which was much cause for worry in it's own right. Ascians were not something to be trifled with.
Around this time, the Sylphs sent a sort of emissary of their own - Noraxia - to assist the Scions in any means necessary. Kha'li loved her to death. (Him? Them? ... whatever, Noraxia was adorable.)
Time passed, with Kha'li and company running into yet two more Ascians in a place called Haukke Manor, who claimed that they were judging their strength for Lahabrea before quickly disappearing. The Ascian presence was disconcerting, to be true... but then came word that the Kobolds of La Noscea had successfully summoned their primal, Titan.
While information on Titan was gathered, Kha'li and company were sent on a rather long and arduous series of Fetch Quests from Hell, in which they were tasked with gathering a number of things, including wine and cheese.Seriously? Wine and cheese? It ended up getting them the information they need, though, but not before it ultimately grated on most of their nerves, Kha'li included. A healer was supposed to be calm, but a healer could also take only so much. Especially if that healer was Kha'li.
For a short time, Kha'li returned to Gridania, to help out at the Conjurer's Guild. Through brother E-Sumi-Yan, she found that the Seedseers Raya-O-Senna and A-Ruhn-Senna were headed to perform the Quieting, a sort of quelling ritual, on the elementals inhabiting the Guardian Tree. But, E-Sumi-Yan feared for their safety and thus sent Kha'li along to ensure they made it there alright. She found the two cowering in hiding from a group of enemies nearby, and teaming up with them, the three of them managed to dispatch all of them until the path was clear. Afterwards, Raya-O-Senna called Kha'li to meet her at Camp Tranquil in the North Shroud, where she insisted that Kha'li's arrival must be a sign from the late A-Towa-Cant, a famous Padjali mage, and that she should join her and her brother in performing the Quieting. Still, Kha'li was to hone her skills before she could be of any assistance, so she continued on pursuing Titan, her irritation now (somewhat) quelled.
Back at basebugs in the software, Y'shtola leads the group to the Kobolds' aetheryte crystal, where she leaves the connection open long enough for them to slip through and deal with Titan. Titan... pretty much goes down like a bitch. For this group, felling primals was beginning to become so easy it felt like cheating. Afterwards, they all parted ways, taking in a much deserved break for the time being. Kha'li returned home for a brief visit with her family, making sure all was well and having a good, home-cooked meal. She couldn't stay long, though - more work was likely to be done, so she made for the Waking Sands.
What met her when she arrived was bloodshed. Bodies of fellow Scions littered the ground inside the Waking Sands, and the entire place reeked of blood and gunpowder. Not a soul was to be found - not Minfilia, not Yda or Papalymo, not any of her friends... and Noraxia hadn't made it out alive, either. Seeing her body triggered a horrifying Echo of Garlean forces breaking into the Waking Sands in search of her, killing everyone and taking Minfilia, among others, hostage. The Echo left her shaken and, without one onze of hesitation, she fled back home to Ul'dah to ensure her family's safety. If they were looking for her, it was only reasonable that they would go in search of her family next. And she didn't want her family to fall to the same fate as many of the Scions had.
For days, Kha'li stayed holed up inside her family's home in Ul'dah. She hardly ate, hardly spoke, went without pulling her hair up or putting her makeup on. Her healing had been of no use there. She hadn't been able to Raise a single one of her comrades. What good was conjury if she couldn't come to the aid of the fallen...? It was around this time that she began to dabble in Thaumaturgy, a much more destructive sort of magic... though ultimately, she never got too incredibly far with it. It isn't long before she is contacted via Linkshell by Arenlona, signaling that there had been at least one survivor from the massacre at the Waking Sands. More responses came, from Allumette, from Sidona, from Gaia and Y'akeno, and there were tears. Lots of tears. It was probably a good thing that Kha'li had stopped wearing makeup at that point, because it would have just smudged all over and made a horrible mess and it overall wasn't a good idea.
Heeding Allumette's call, she once again donned her pigtails (though left the makeup off, now showing her freckles) and met up with her friends in Ul'dah to sign a petition to form their very own Free Company - Crystalborn. With this, they would be able to choose who they associated with, and could (hopefully) avoid much more devastation in the future.Though, let's be honest, this was a big clingy "everyone hug we made it out alive" moment.
With Crystalborn formed, the group meets up with Alphinaud, one of the twin grandchildren of Archon Louisoix, who had been killed(?) in the Calamity trying to fend off Bahamut. With the majority of the Scions out of commission and/or missing in action, it was up to this small group of them that remained to continue on. And now, there was the threat of the primal Garuda. They recruited Cid, a Garlean super genius mechanic that had defected several years prior... and most importantly, had his own airship. Unfortunately, the airship hadn't been seen for years, so a thorough search had to be made. Ultimately, they found that the last sighting of the Enterprise had been over the cold, frozen northlands of the Coerthas Highlands.
Of freaking course.
While Kha'li tried her best to not become a walking Lalasicle, the group was repeatedly disrupted in their efforts to find the airship by an inquisitor named Guillaime. They managed to eventually locate where the airship was - inside a large fortress called Stone Vigil - but every time they would make headway, the inquisitor would basically do this. Thankfully, the inquisitor was proven to be an enemy of Ishgard (and a dragon, no less - while this was pretty damn cool, he was still an asshole) and the group had no qualms at all in knocking him down a peg. With him out of the way, they were free to enter Stone Vigil and retrieve their airship. ... except a large dragon was more or less using the thing for a pillow.
And of course Lahabrea showed up and pumped the dragon full of dark energy and sent it on the attack. What an asshat.
The dragon was defeated, and Crystalborn was finally able to claim their airship to take care of Garuda. After some repairs and a brief quest for a crystal that would help them break through the tempest surrounding Garuda, Crystalborn managed to infiltrate the eye of the storm and take on the primal of wind. And they would have done it, too, if it weren't for those meddling Garleans.
With Garuda nearly defeated thanks to the power of the Echo, Gaius van Baelsar, the effective leader of the Garlean forces, intruded on the battle with a rather large machine in tow. Said machine turned out to be Ultima Weapon... who not only consumed Garuda, but the essences of Titan and Ifrit as well. Cid, Alphinaud and Crystalborn fled in a hasty, albeit well-founded retreat.
They found themselves in Revenant's Toll in Mor Dhona, an outpost near the Carteneau Flats, where the great Battle of Carteneau had erupted years prior. With Garuda out of the way, though in much a different manner than they had intended, their next goal was to rescue their friends from the Garlean Empire. After thorough planning and reconnaissance, they managed to infiltrate and rescue the captured members of the Scions... though upon their retreat, Lahabrea appeared, and revealed himself to be none other than Thancred, possessed by the Ascian (as they do not have their own bodies).
For the time being, things that had passed were conveyed to the recently rescued Scions. Not long after, though, the leaders of the Eorzean Alliance were given terms of surrender... and very nearly accepted them, had the Scions and Crystalborn not stepped in to knock some sense into their heads. With this, the terms of surrender were declined, and Operation Archon was sent into effect. As part of the plan, Crystalborn was sent in to infiltrate and destroy the forces at Cape Westwind, then at Castrum Meridianum. Through their efforts, they made it through, only to be met by Gaius and the Ultima Weapon. Gaius was easily enough taken down, but Ultima Weapon was another story. They could not deactivate it, so they had no choice but to try and defeat it.
Of course, before they had the chance, Lahabrea appeared with an explanation of things.No one taught Lahabrea that villains shouldn't monologue. At the core of Ultima Weapon lay the Heart of Sabik; absorbing the powers of the primals would allow it to cast Ultima, a horribly destructive spell. And, against Gaius' will, Ultima Weapon did just that, rendering the entire Castrum into a broken, flaming heap. Only by the power of friendship Hydaelyn were Crystalborn able to escape being obliterated along with the rest of the building.
Ultima Weapon still needed to be taken care of, though. Crystalborn basically beat it until it imploded on itself, so that wasn't a hugely big deal. The entire building was already burning around them. Though, after Ultima Weapon came Lahabrea, and saving Thancred. ... honestly, though, Lahabrea was a complete joke. He went down like a sack of bricks, and with Hydaelyn's assistance, was completely and safely separated from Thancred. Lahabrea was supposedly destroyed... but ~whoooo knooooows~?
With this came victory. They had defeated Ultima Weapon, they had harshly dented and forced back the Garlean forces, and they were now ushering in a new era. Goodbye, Seventh Umbral Era... hello, Seventh Astral Era.
Needless to say, Crystalborn was due a very much well-earned break. Here, Kha'li took up alchemy, studying it to the point of mastery (which took all of two weeks - she'd saved up so much money that buying materials wasn't an issue, and she pretty much stuck her nose to the grindstone). She also finished her mastery of white magic, becoming a full-fledged white mage. Crystalborn also bought a house! A small house, in the town of Mist outside of Limsa Lominsa. Which Kha'li promptly decorated with glowing plants crafted from her very own alchemy.This totally wasn't the reason she learned alchemy in the first place. Nope.
The break wasn't to last forever, though. The newly rebuilt Scions were wanting to move to a more neutral territory; where they were now had them lying well within Ul'dah's territory, and there was want to ensure no direct loyalty to any one of the three nations, but rather an equal cooperation between the three. The Scions eventually settled for moving their base to Revenant's Toll in Mor Dhona... but not before a strange, white-robed Ascian named Elidibus appeared before Minfilia, claiming to be an emissary between the Scions and the Ascians. After tracking him down, Kha'li was put through a gauntlet of fighting things to (apparently) prove her worth to the Ascian. Elidibus claimed to serve the same god as Lahabrea, but bore no ill will towards any of the Scions or Crystalborn. ... and promptly disappeared.
Oh, and the Moogles summoned a primal(?) of their own, at one point - Good King Moggle Mog XII. Thanks, Ascians.
The Scions were eventually moved safely to Mor Dhona - the Rising Stones, now, rather than the Waking Sands - though Urianger, another of the Scions, arrives unannounced to report that the Students of Baldesion, a distant ally in the Sharlayan lands, are no longer replying to his messages. It's concerning, to say the least... but there wasn't much they could do, save for continue on as they were while Urianger investigated the matter.
Some time later, however, reports were sent the Scion's way of a massive theft of crystals from the stores of Amajina & Sons Mineral Concern. Following the tracks of a suspiciously heavily-laden cart, Crystalborn found out that it was simply heavily stocked with somnus, not crystals. Thancred reported there was nothing linking any crystal thefts to the Amalj'aa, either. Though, with a clever plot to lure the thieves into the open, it was noted that all of the thieves happened to be Sea Wolves. Before any further investigation could be made, though, Crystalborn was called back by Minfilia to handle another pressing matter.
What they were met with was a band of refugees from Doma, along with their masked leader, Lady Yugiri. They had attempted a rebellion against the Empire but failed, and so were seeking solace in Eorzea as the Imperial troops had completely decimated their homeland. Their supplies were running terribly low and the entire group was in dire straits, and Alphinaud couldn't help but feel sympathetic for their plight. He offered to talk to Raubahn for them, and in the meantime, Momodi at the Quicksand in Ul'dah was happy to donate an excess of provisions. (Though the merchants holding said provisions were none too happy at Momodi's reasons for dispensing them. Kha'li would gladly have beaten their faces in with her Thyrus.)
Lady Yugiri was soon granted an audience with the sultana and the Syndicate. Alphinaud and Crystalborn accompanied her, and while she made a terribly good case for the Domans and even offered to work for solace in Ul'dah, and while the sultana, Raubahn and Teledji Adeledji were sympathetic and willing to grant solace, one lone Lalafell by the name of Lolorito shot everything down by convincing the majority of the rest of the Syndicate to deny the Domans refuge. (Again, Kha'li would gladly have beaten his face in with her Thyrus. As it was, she had to be restrained. Quite a bit.)
Not completely deterred, though, Alphinaud suggests the Domans take refuge in Revenant's Toll. However, with the majority of the Domans in an extremely weakened state, something needed to be done to transport them all there. Teledji Adeledji graciously offered to purchase passage with the Seventy-Seven Caravans at a personal expense, and Crystalborn was put in charge of escorting the caravan in case of attack. In rounding up everyone for the caravan, Kha'li learned that Lady Yugiri had taught the Doman children to play hide and seek, as a means to hide from Imperial soldiers in the event of an attack.
The Doman children also, apparently, were infatuated with the life of an adventurer. The journey was a long one. At least they weren't asking if they were there yet.
Once everyone was settled in at Revenant's Toll, Y'shtola returned with terrible news. The Sahagin were the ones ultimately behind the crystal thefts, as they were planning on summoning their own primal: Leviathan. Admiral Merlwyb, Limsa Lominsa's leader, has requested the Scions' assistance in preventing the summoning. On this one, though, Minfilia was intent on tagging along, as she wanted to learn more about the Echo if possible.
After saving some soldiers in Limsa Lominsa's attempts to gather intelligence, the time for moving was at hand. Making for the Sahagin's aetheryte with Y'shtola, Minfilia and Merlwyb, it was too late to stop the summoning; even in Merlwyb's best attempts to assassinate the priest summoning Leviathan, he merely took over the body of another Sahagin nearby. Before being absorbed entirely by Leviathan, of course, who took to the open sea just after the summoning finished.
Returning to Limsa Lominsa, Merlwyb was concerned that Leviathan meant to unleash a tidal wave, which would completely destroy Limsa Lominsa and the surrounding areas. In an attempt to stop him, a method much like the one used for Garuda was implemented - utilizing a corrupted crystal to weaken Leviathan's hold on it's own element, water. Everything was prepared, and Crystalborn set out to fell Leviathan like they had the primals before it.
As expected of Crystalborn, Leviathan took little effort to deal with, and before they knew it, they were headed back to Limsa Lominsa with the great news. Merlwyb was more than pleased, and in return for the efforts, she pledged to send provisions to Revenant's Toll for the Doman refugees. In return, Lady Yugiri offered to share her Far Eastern fighting style with anyone that would learn it.
Returning to the Rising Stones to pass on Lady Yugiri's gratitide, Minfilia relayed her thoughts on the true nature of the Echo, stating that the means of defeating the Ascians was now within their reach. Unfortunately, their meeting was cut short - Urianger burst in with terrible news. They had not been able to contact the Students of Baldesion for quite some time... and the reason why just happened to be because their homeland, the Isle of Val, had been completely destroyed by a spell much like Ultima.
Character World: Final Fantasy XIV: A Realm Reborn takes place in the realm of Eorzea, on the planet Hydaelyn, which is named for the goddess that is said to have created the world. Here, magic is commonplace, and any sort of "modern day" technology is a mysterious thing that more or less only the Garlean Empire possesses.Therefore it is evil and should not be trusted. Except for Maggie the Magitek Armor mount. She's cool.
Eorzea spans the Aldenard continent and its outlying lands. The continent itself is fairly expansive, ranging from desert climates to tropical ones, forests and swamps, and even frozen northern regions. With such a varied environment comes varied populations - the Hyur, the Elezen, the Lalafell, the Roegadyn, and the Miqo'te, as well as the beast tribes of the Amalj'aa, the Sylphs, the Ixal, the Kobolds, and the Sahagin. Many a manner of monster reside in the region, both benign and belligerent, but any that are a threat are usually dealt with by adventurers, entreated by the locals to rid them of their problems.
The realm is still recovering from the Calamity five years earlier, at the Battle of Carteneau, where the invading Garlean Empire ended up unleashing the Wyrmking Bahamut - and the hellfire he brought with him - on all of Eorzea. Many lost their lives to the destruction; countless others lost their homes, set adrift in the realm as refugees with little to no possessions to call their own.
Eorzea is split into three city-states - Gridania, Ul'dah, and Limsa Lominsa - as well as the neutral territory of Mor Dhona.
Ul'dah is where Kha'li calls home, despite being the emissary of Gridania. It is a city-state located in the heart of the Thanalan desert region, and a hub for all things commercial. (Also a prime destination if gambling is your idea of fun - the coliseum is a popular spot for visitors from all around the realm.) Though the city is ruled by the sultan or sultana (currently the latter, called Nanamo Ul Namo), true power is held by the Syndicate, a circle of the richest members of Ul'dahn society. In Ul'dah, whoever holds the most money and influence holds the power. Ul'dah is home to several guilds - Mining, Alchemy, Clothcraft and Goldsmithing - as well as a few of Eorzea's classes, those being Gladiator, Pugilist and Thaumaturge. It also hosts a branch of the Adventurers' Guild, and many an adventurer come and go from here at any level of their journey. As a part of the Eorzean Alliance, the nation has its own Grand Company, called the Immortal Flames; it is headed by Raubahn, who also works as the Sultana's right hand. Dunesfolk Lalafell are the primary inhabitants, but it is not uncommon to see many of the other races residing here as well.
Gridania is Kha'li's home-away-from-home, so to speak. Nestled deep in the Twelveswood north of Ul'dah, it is a city that ties itself with nature almost seamlessly, rather than claiming the land for itself as many other cities seem to do. Gridanians pride themselves on working in harmony with nature, and they live in both respect and fear of the elementals of the Twelveswood; evoking the wrath of the elementals is high on the 'do not want' list. Gridania is home to it's own share of guilds - Carpentry, Leatherworking and Botany - as well as being the home base for Archers, Lancers and Conjurers, and another branch of the Adventurers' Guild. The Elder Seedseer, Kan-E-Senna, guides the city, as well as the city's Grand Company, the Order of the Twin Adder. Hyur and Elezen primarily reside in Gridania, but there have also recently been a number of Miqo'te (Seekers of the Moon, specifically) that have taken residence here.
Limsa Lominsa is the third city-state, just west of Ul'dah and well within length of a boat ride from Thanalan. It is home to two of Kha'li's favorite destinations - the Culinarians' Guild and the Bismarck restaurant, and Costa del Sol, a seaside beach area - and if she isn't spending time at home or in Gridania, chances are good that she'll be somewhere here. Limsa Lominsa is also home to the Armorers', Blacksmiths' and Fishers' guilds, as well as the home of many a Marauder and Arcanist, and yet another branch of the Adventurers' Guild. As the city itself is built perched upon small islands at the edge of the sea, it probably goes without saying that the place is quite the active port - not to mention a haven for pirates. Outside of the city is the region of La Noscea, which is comprised of coastlines and plains. Ruling the city and the Grand Company, the Maelstrom, is Admiral Merlwyb Bloefhiswyn. Roegadyn primarily make their homes here, as well as many Plainsfolk Lalafell and Miqo'te of the Seekers of the Sun tribe.
Nestled in the center of the three city-states is Mor Dhona, a neutral territory and the home of the epic Battle of Carteneau five years prior. The entire region was made barren by a conflict between Garlean airships and Midgardsormr and an army of dragons twenty years ago, and it is still an area of contention between the Eorzean Alliance and the Garlean Empire. Shortly after the Calamity occurred, a large spire known as the Crystal Tower erupted from the ground here, turning much of the area around it's base into crystal as well. It has yet to be fully explored.
Further information on Eorzea can be found here!
Character Personality:To continue reading this application, please deposit 5,000 gil.
To say that money is important is an understatement. To Kha'li, money is a driving force. It's what inspired her to become an adventurer in the first place. The worth of a merchant can be measured by the gil in their coffers, after all - the more money you have, the higher you can sit on the ladder. Adventuring had always been a sort of siren call to Kha'li, and not simply for the... well, adventure involved in it. Adventuring is a business, whether that be on part of a merchant selling potions or a sellsword. And boy, is she a sellsword.Sellspell? A large part of what Kha'li does is motivated by the thought of how much gil can be made by this particular endeavor, though as time goes on, she gradually shifts her focus more to her family - both blood and Crystalborn - and the overall betterment of Eorzea. The latter of which merely shifts her goal from simply being rich to being rich enough to kick out the majority of Ul'dah's Syndicate. Bloody heartless bastards, the lot of them. Except Godbert Manderville and Raubahn. They're cool.
There is a quote in-game, spoken by the NPC Momodi in Ul'dah but horribly befitting of Kha'li: "I swear, if I painted "CERTAIN DEATH" on one door and "LIMITLESS WEALTH" on another, nine out of ten adventurers would go through the first, and the other bloke wouldn't be able to choose, on account of bein' Ul'dahn." As important as money is, Kha'li also has a very strong sense of curiosity. If something catches her eye, chances are she is going to poke the thing. Or at least investigate. She is not nearly as "jump first, ask questions later" as her comrade Allumette (as a white mage, she is far too squishy to go running headfirst into battle), but new and interesting things could possibly be a great opportunity for making some gil. ... okay, okay, and she might be unable to pass up the opportunity to see something really, really cool.
Kha'li is fearless. She will not back down in the face of danger. She will get right up in someone's face if they're pissing her off, and she will not hesitate to tell someone off if they deserve it. (Even if she can develop a verbal tic in the form of alliteration when she gets incredibly angry.) No, there's very little that Kha'li truly fears... except fire. Not candle flames or campfires, but big, roaring fires meant more for destruction than warmth. Five years prior, she lived through the Calamity. Flames from Bahamut's attack tore through Thanalan and Ul'dah, destroying much and killing many, and her family only barely managed to avoid being caught in it themselves. She witnessed many others, though, that weren't so lucky. To this day, seeing any large amount of fire triggers horrible memories - during the fight with Ifrit, it caused her to flat out blue-screen, leading Arenlona to have to knock her out to keep her from hurting herself or others in her blind panic. She has only somewhat overcome this, to the point where she didn't quite blue-screen during their fight with Ultima Weapon while the entire building was burning around them, but it still makes it very difficult to function properly.
Kha'li has taken on a slightly more "white mage" persona since she took up adventuring. After all, a soft-spoken, demure healer is more well-accepted than an outspoken, argumentative one, and also more likely to have pity taken on them and gil sent their way. Being able to charge gil for following someone and healing them was much more believable the more cute and helpless she seemed, and once she saw that it worked, she stuck to it. This facade dwindles the closer she gets to someone, though, and true friends know the real Kha'li as opposed to the dainty little white mage act. Still, she is very much a girly girl despite only acting cute for the sake of money, and she takes pride in how she looks, from her hair to her clothes and occasional makeup. (She's a little self-conscious about her ears, though, as the rest of her family doesn't have ears quite as long as her own - hence the pigtails in an attempt to hide/distract from them.)
Deep down, though, Kha'li is genuinely caring. Family is incredibly important to her - as it is to many a Lalafell - and this applies not just to her immediate family, but to her family in Crystalborn as well. She will do anything for any one of them, and will go at any length to do so. She also has a weak spot for those of lesser fortune than herself, thanks to her mother instilling into her at a young age that no matter how wealthy one gets, he should never step on the backs of others. She may act tough, but when it comes to refugees and others less fortunate, she will do what she can to help, whether that be in the form of free healing or a donation of food. This is what introduced her to Allumette, when she noticed the other Lalafell stealing food to survive. This same desire to help refugees is also what spurned her extreme dislike of the majority of the Syndicate - when asking for help for the refugees from the kingdom of Doma, she could barely hold her tongue when their pleas were completely shot down.
Character Abilities: As a Lalafell, Kha'li has a surprising amount of agility for one of such short stature. In-game, they have been shown to be capable of jumping nearly twice their height - if not more - and their legs, while tiny, are capable of a respectable amount of endurance. After all, when the majority of Eorzeans are much, much taller than she is, it's necessary to be able to keep up when walking alongside them!
Lalafell are also known for being extraordinarily intelligent and cunning. In Dunesfolk in particular, this is oftentimes translated into an extremely keen business sense, and Kha'li is no exception. Her entire life, her family has worked in trading and selling goods, and she has grown up helping in and running her family's shop in Ul'dah. Because of this, she has a good eye for business, able to pick out common signs of forgery and possessing an overall sharp sense of what something is - or could be - worth.
Due to being a Dunesfolk, her eyes are naturally reflective in order to help see better in the rather sharp light of the Thanalan region. In contrast, as a Lalafell, she is not very well suited for cold climates; as a Dunesfolk Lalafell, this is worsened nearly twofold. Growing up in a desert climate, she is more accustomed to dry heat than biting cold, and exposure to colder climates for any amount of time can quickly overtake her.
Primarily, Kha'li is a White Mage, an advanced form of Conjurer. Conjury is the art of drawing upon the elements, whether it be for offense, defense or healing; white magic is an extension of that, with much more a focus on succor than any sort of offense. To supplement her abilities, she has also taken on training in the art of Thaumaturgy - however, many of the skills and spells available to a Thaumaturge are unavailable to her as a White Mage, save for Surecast and Swiftcast, the first of which ensures that the next spell will be cast without interruption, and the second causing a spell to be effective immediately, without needing to wait to cast it.
Kha'li has also taken an interest in alchemy, so as to supplement her use of magic in general. Alchemists are crafters, capable of transforming materials into potions, ethers, antidotes, status-boosters, and even poisons; in addition, Alchemists are also capable of crafting weapons for Conjurers and White Mages, as well as Arcanists, Summoners and Scholars. With reaching master status as an Alchemist, Kha'li has gained the ability to meld materia to the aforementioned classes' weapons, giving each one an additional, customized stat boost in spellcasting speed, attack, elemental affinity, etc.
In addition to all of this, as a Warrior of Light, Kha'li also possesses the power of The Echo. This ability not only acts as a means of speaking and understanding every language in the world, but it also allows her to peer inside the memories of others by resonating with their soul. Though she can see past events - and has, on a couple occasions, been "seen" by the person at the time those memories occurred - she is not able to change the events in any way. This ability does not come at will, and when it happens she tends to get a horrible headache and - to others observing - seems to go distant and unresponsive, if she doesn't outright faint from it.
(Please note, I am simply listing all of her current classes/levels below. As only White Mage and Alchemist are mentioned in this app (and she is only bringing gear for those two classes), those will be the only two classes she has access to, with exceptions for the typical cross-class abilities from Thaumaturge and Arcanist.)
CLASSES
Disciples of Magic
Conjurer/White Mage, Lv. 50 | Thaumaturge, Lv. 27 | Arcanist, Lv. 26
Disciples of War
Archer/Bard, Lv. 50 | Pugilist, Lv. 17
Disciples of the Hand
Alchemist, Lv. 50 | Carpenter, Lv. 15
Disciples of the Land
Botanist, Lv. 27
Character Inventory:
Equipped
Thyrus | Royal Crown | Cleric's Robe | Cleric's Gloves | Hero's Belt of Healing | Cleric's Culottes | Cleric's Boots | Hero's Necklace of Healing | Hero's Earrings of Healing | Hero's Bracelet of Healing | Weathered Daystar Ring | Hero's Ring of Healing | Soul of the White Mage
Unequipped
Paracelsus | Militia Mortar | Alchemist's Monocle | Alchemist's Coat | Alchemist's Gloves | Raptorskin Merchant's Purse | Alchemist's Trousers | Alchemist's Thighboots | Red Coral Earrings | Electrum Choker | Electrum Wristlets of Crafting | Master Alchemist's Ring | Aetheryte Ring
Inventory
Elixir (x10)
Mega-Ether (x10)
Water Shard (x100)
Lightning Shard (x100)
Distilled Water (x20)
Mugwort (x20)
Mistletoe (x20)
Unicorn Whistle [this allows her to summon her unicorn mount, much like others can summon a chocobo. special WHM perk. I'd like her to come in with her unicorn mount instead of her chocobo, if that's okay!]
Interaction Sample: Sample here~
Third Person Sample:
They say that there's no rest for the wicked. But apparently, there's no rest for a Warrior of Light, either.
Coming back and being hailed a hero had been... well, far more than Kha'li could ever have dreamed of. She'd only set out on this adventure to try and earn money in a more exciting way than sitting around her papa's shop all day, but she'd ended up with notoriety and acquaintances that she hadn't anticipated. And quite a bit of work cut out for her, at that. As the envoy of Gridania, it was her job to act as the go-between for interactions between Gridania and the other nations. And this meant work, and lots of being out and about. Between this and helping with recruits at the conjury guild, she was never going to catch a break.
Today's envoy mission, though, was the worst. It brought her to the northlands, to Coerthas, where the wind was cold and biting and not fit for near anyone to be out in, much less a Lalafell. She had a heavy coat, and she had a warm hat and boots, but they did precious little to fend off the wind that nearly cut through her tiny frame. So, there she sat huddled next to a communal fire near the observatory, shivering and irritably muttering with many a curse ill befitting a white mage, incredibly reluctant to move and continue on to her final destination of Camp Dragonhead. Continuous movement might keep her somewhat warm, and her mount's body heat may contribute some, but not enough to coax her from the warmth of the fire and out into the cold, bitter night. Really, she just wished that she could be back at the house in Mist right now, lounging in the sunshine on the beach.
The next time discussions must needs be made with Ishgardians, they could come to Gridania themselves for all she cares. She was a Warrior of Light, not an ice shard.
Player Name: Kaed
Player Age: 28
Player Contact:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Player/Character HMD: Here!
Other characters in game: N/A
IC Information
Character Name: Kakari "Kha'li" Lakari
Character Canon: Final Fantasy XIV: A Realm Reborn
Character Age: 18 Eorzean years
Character Gender: Female
Canon Point: Post-Through the Maelstrom main scenario quest.
Character History: Here is a list of all of the main scenario quests for Final Fantasy XIV: A Realm Reborn. However, since there are are
Kha'li (born Kakari Lakari) was born to a (then) small merchant family in the small merchant town of Silver Bazaar, outside of Ul'dah and by the coast. For a long time, it was just her, her mother and father, and her elder twin brother and sister, with her father making just enough as a merchant to support the five of them. But, around the time that Kha'li was five years old, her parents made the decision to take the risk and move the entire family to Ul'dah, in an attempt to make things better for themselves.
The family moved, and with all of their savings, they purchased a small apartment and a stall on the Sapphire Avenue Exchange. The apartment was big enough for the five of them to live, albeit cramped, and the stall was her father's first actual opportunity to own a stationary business. Before, it had consisted of much traveling between Silver Bazaar and Ul'dah. A fresh start if there ever was one.
Kha'li's father's trade ended up positively thriving, and after a few years they eventually moved up in the world and purchased a storespace with a home built in above it on the Ruby Road Exchange. This wasn't just because the business was doing well and needed a bigger storespace, but also because they needed more living space - in several years' time, Kha'li's family had also expanded, in the form of a pair of twin boys when Kha'li was six, a younger sister when Kha'li was eleven, and a younger brother when Kha'li was twelve. Life became busy and loud, but Kha'li would have it no other way. She was beginning to help her father in the shop like her older siblings were, and this, in turn, was introducing her more and more to the adventurers that patronized their store. Everything was going wonderfully.
But all of that changed when the
There had been whispers among adventurers for quite some time of the Garlean Empire, of things that Kha'li never understood and her parents would never explain. So, she hadn't perceived any sense of threat, simply because, to her, there hadn't been one. She'd gone about her life as any thirteen year old daughter of a merchant would, without any care in the world more than dragging herself out of bed to help with the store. But in the span of one night, her entire world would change.
It was a night like any other. The shop had been closed, dinner had been had (albeit noisily, as Kha'li's younger twin brothers liked picking on their older sister) and the family was just beginning to clean up when voices began to raise from outside. Kha'li and her siblings ran to the windows to see what was going on, only to find many people crowding the streets with their eyes turned to the skies. Looking themselves, the sky was littered with fireballs slowly descending toward the ground, their distant impacts shaking the ground just slightly. Ever the curious one, Kha'li ended up slipping outside to join the crowds in order to get a better view. But, moments later, the lesser moon Dalamud exploded into millions of pieces, sending those pieces shooting down at the earth like projectiles with several of those colliding in and around Ul'dah. With those collisions came large, flaming chunks of debris, which rained down on the crowds as they tried to disperse and flee the area. Kha'li and her family managed to escape unscathed, but many around her weren't so lucky. Flames and dead Ul'dahns would haunt her nightmares for years to come.
Rebuilding took time and effort. Lakari Sundries remained open, but their house above it had taken some minor damage, and the family stayed with friends for a short time while repairs were made. In the long run, they were lucky, considering several areas of Ul'dah were nearly destroyed. In the aftermath of the Calamity, more and more adventurers were seen, but many refugees also began to seek solace in the walls of the city. The city itself didn't seem keen on showing them any hospitality, and in the eyes of many, refugees were seen as pests and nuisances and were avoided like the plague. Camps slowly began to spring up outside the city walls, but inside the city, they were seen as no better than rats. Kha'li, though, was one of the few that didn't see things this way. On rare occasion, when she could get away with it, she would slip a refugee some food at no charge. After all, these people couldn't help being displaced, and in her eyes it was cruel to treat them as if they were criminals.
This continued over the years, and even though repairs were made and the city of Ul'dah rebuilt itself, the refugees never really went away. Many other areas of Eorzea had been stricken just as Ul'dah had, and many didn't have the money or resources to rebuild. Kha'li grew up in the shop, helping those that could not help themselves while also learning a keen business sense. One of the many that she had helped was a Lalafell girl named Allumette - who, unbeknownst to Kha'li, would become a close friend and more in the future.
And over those years, she watched numerous adventurers come and go... and that in itself ignited in Kha'li a desire to go adventuring. It was a slow-building sort of itch, one that started as a random notion one day and seemed to grow and grow until she could hardly sit still. Familial obligation was all that kept her rooted to where she sat, though, but speaking with one particular shop patron by the name of Sidonia was all that it took to send her packing for the land of adventure
Her decision was a solid one: she had been helping refugees for years, so why not help those that could afford to be charged for it? Many adventurers were sellswords, but to her knowledge she had never heard of anyone charging for healing. It would be the perfect setup, and all she needed to do was put on the face of the helpless healer far from home and needing a way to support herself.
And it worked. After saying her goodbyes to her family and traveling to Gridania to enlist in the Conjurer's Guild, Kha'li found out just how willing other adventurers were to part with a little gil or some food or clothing in exchange for heals. With her business plan in full swing, she decided to go ahead and enlist at the Adventurer's Guild in Gridania, headed by Mother Miounne. In the process, she met up with Allumette, who she recognized as being the Lalafell she'd helped back in Ul'dah. (And she offered heals, of course - though this time, not for free. If Allumette was an adventurer now, she could surely afford a few heals.)
Joining the Adventurer's Guild led her on into a series of requests and odd jobs, as well as down a path that ended up in her catching the attention of the Scions of the Seventh Dawn.
She delivered meals. She ran errands. She walked dogs and scrubbed toilets and peeled potatoes-- okay, not really, but you get the idea. Regardless, she worked her way up in the eyes of the Gridanians, and more and more, she got swept up into helping their nation. As Gridanians heavily rely on keeping the elementals of the Twelveswood in check, being a conjurer came in quite handy - a lot of her quests for the Conjurer's Guild also involved learning about and quelling the elementals, so it served somewhat as double duty.
But, in investigating one such occurrence, Kha'li stumbled upon two of the Scions - unbeknownst to her, of course. Yda and Papalymo were also investigating the strange activity. Still, the forest had been angered, so there was no choice but to fight alongside them in order to dispatch the enemies that came to call. When the creatures had been dealt with, she found a crystal laying on the ground in their wake... and of course, she picked it up. This triggered the first time that Kha'li ever blacked out. In reality, though, she was being called upon by Hydaelyn, the Mothercrystal, to collect more of those same crystals, alongside others that had been entrusted with this same task.
Her blacking out didn't go unnoticed, though. She, Yda and Papalymo had parted ways, but word had spread back to the rest of the Scions about what had occurred. In the meantime, Kha'li adventured on, gaining money and growing in standing in both the Conjurer's Guild and Gridania itself. She soon became Gridania's envoy, traveling to the other two great nations of the alliance, battling through three dungeons and meeting with friends old and new. She met up with Allumette once more, as well as Sidonia and Gaia. And eventually, she's called to meet the Scions of the Seventh Dawn, where the leader, Minfilia, explained that her visions and blacking out were actually something called the Echo, a power that she herself possessed. With the explanation came an invitation into the Scions, and Kha'li was more than willing to accept.
Her first task, along with Allumette, Sidonia, Gaia, and Arenlona and Xha'wo (two more recent acquaintances), is to look into a case of missing persons out at Camp Drybone, in Thanalan. Investigations turned up that a man was willingly handing over "kidnapped" people to the Amalj'aa, in order to keep the camp safe. They had set up a trap to stop the Amalj'aa, but a group of Flame Soldiers ended up calling the Amalj'aa on them, subsequently getting them all kidnapped in the process and dragged to where the Amalj'aa were summoning their god: Ifrit.
The Flame Soldiers, in the summoning process, were "tempered" - brainwashed, to serve and obey Ifrit unconditionally. But, due to Hydaelyn's influence on all of them, they were spared the tempering. ... of course, this just meant that they had to fight Ifrit. And, as we all know, Kha'li and large amounts of fire do not mix. Ifrit's flames triggered traumatic memories of that night five years prior, setting off a sort of Blue Screen of Death mode in Kha'li, rendering her completely unable to function. To keep her from hurting herself or others, Arenlona ended up knocking the poor Lalafell out, which was probably the smartest decision anyone could possibly have made.
Kha'li awoke much later, completely unaware of what had happened and feeling only slightly guilty for not being there for her friends. Just slightly. Still, she was lumped in with the rest of the group as being considered a hero for felling the primal Ifrit, and somehow she still ended up attracting the attention of the three Grand Companies - the Order of the Twin Adder, the Maelstrom, and the Immortal Flames. It took very little thought to make her decision: though she were the emissary of Gridania, her home was still Ul'dah, and she was still rather loyal to it. Thus, she ended up joining the Immortal Flames, alongside Gaia and Allumette.
Their next mission on part of the Scions was to travel to Gridania, where the relationship between the Gridanians and the Sylphs had suddenly become quite tense indeed. The Twin Adder was wary of the Sylphs possibly summoning their own primal god, Ramuh, and suddenly Kha'li and party were being sent to the Sylphs as emissaries, to verify exactly how the current relations between Gridania and the Sylph stood. In the process, they ended up finding out that the elder of the Sylphs had actually disappeared into an old, abandoned cave-prison called Toto-Rak. They fought their way through to find the elder... only to find their way blocked by a dark-robed figure - an Ascian by the name of Lahabrea, who sends a darkness-ridden banemite on them. It is easily defeated, however, and afterwards, the group manages to free the elder Sylph, Frixio. It was then that Kha'li gets an Echo, seeing that Garleans had come into the forest. It was later found that some of the Sylphs had been tempered, as the Garlean presence had pushed them to summon Garuda in order to protect themselves. No harm was actually intended towards Gridanians, thus, the problem was solved.
The group returned to the Waking Sands - the headquarters of the Scions - and fell into discussion regarding the remaining primals. Many beast tribes did not have the resources to gather enough crystals to summon their gods, so they were of the least worries... but Garuda, the Ixal's god, was high on the list of Things to Be Highly Concerned and Possibly Very Worried About. Still, at the moment, there wasn't much that could be done... Kha'li did, however, confide in Minfilia about the Ascian they had encountered, which was much cause for worry in it's own right. Ascians were not something to be trifled with.
Around this time, the Sylphs sent a sort of emissary of their own - Noraxia - to assist the Scions in any means necessary. Kha'li loved her to death. (Him? Them? ... whatever, Noraxia was adorable.)
Time passed, with Kha'li and company running into yet two more Ascians in a place called Haukke Manor, who claimed that they were judging their strength for Lahabrea before quickly disappearing. The Ascian presence was disconcerting, to be true... but then came word that the Kobolds of La Noscea had successfully summoned their primal, Titan.
While information on Titan was gathered, Kha'li and company were sent on a rather long and arduous series of Fetch Quests from Hell, in which they were tasked with gathering a number of things, including wine and cheese.
For a short time, Kha'li returned to Gridania, to help out at the Conjurer's Guild. Through brother E-Sumi-Yan, she found that the Seedseers Raya-O-Senna and A-Ruhn-Senna were headed to perform the Quieting, a sort of quelling ritual, on the elementals inhabiting the Guardian Tree. But, E-Sumi-Yan feared for their safety and thus sent Kha'li along to ensure they made it there alright. She found the two cowering in hiding from a group of enemies nearby, and teaming up with them, the three of them managed to dispatch all of them until the path was clear. Afterwards, Raya-O-Senna called Kha'li to meet her at Camp Tranquil in the North Shroud, where she insisted that Kha'li's arrival must be a sign from the late A-Towa-Cant, a famous Padjali mage, and that she should join her and her brother in performing the Quieting. Still, Kha'li was to hone her skills before she could be of any assistance, so she continued on pursuing Titan, her irritation now (somewhat) quelled.
Back at base
What met her when she arrived was bloodshed. Bodies of fellow Scions littered the ground inside the Waking Sands, and the entire place reeked of blood and gunpowder. Not a soul was to be found - not Minfilia, not Yda or Papalymo, not any of her friends... and Noraxia hadn't made it out alive, either. Seeing her body triggered a horrifying Echo of Garlean forces breaking into the Waking Sands in search of her, killing everyone and taking Minfilia, among others, hostage. The Echo left her shaken and, without one onze of hesitation, she fled back home to Ul'dah to ensure her family's safety. If they were looking for her, it was only reasonable that they would go in search of her family next. And she didn't want her family to fall to the same fate as many of the Scions had.
For days, Kha'li stayed holed up inside her family's home in Ul'dah. She hardly ate, hardly spoke, went without pulling her hair up or putting her makeup on. Her healing had been of no use there. She hadn't been able to Raise a single one of her comrades. What good was conjury if she couldn't come to the aid of the fallen...? It was around this time that she began to dabble in Thaumaturgy, a much more destructive sort of magic... though ultimately, she never got too incredibly far with it. It isn't long before she is contacted via Linkshell by Arenlona, signaling that there had been at least one survivor from the massacre at the Waking Sands. More responses came, from Allumette, from Sidona, from Gaia and Y'akeno, and there were tears. Lots of tears. It was probably a good thing that Kha'li had stopped wearing makeup at that point, because it would have just smudged all over and made a horrible mess and it overall wasn't a good idea.
Heeding Allumette's call, she once again donned her pigtails (though left the makeup off, now showing her freckles) and met up with her friends in Ul'dah to sign a petition to form their very own Free Company - Crystalborn. With this, they would be able to choose who they associated with, and could (hopefully) avoid much more devastation in the future.
With Crystalborn formed, the group meets up with Alphinaud, one of the twin grandchildren of Archon Louisoix, who had been killed(?) in the Calamity trying to fend off Bahamut. With the majority of the Scions out of commission and/or missing in action, it was up to this small group of them that remained to continue on. And now, there was the threat of the primal Garuda. They recruited Cid, a Garlean super genius mechanic that had defected several years prior... and most importantly, had his own airship. Unfortunately, the airship hadn't been seen for years, so a thorough search had to be made. Ultimately, they found that the last sighting of the Enterprise had been over the cold, frozen northlands of the Coerthas Highlands.
Of freaking course.
While Kha'li tried her best to not become a walking Lalasicle, the group was repeatedly disrupted in their efforts to find the airship by an inquisitor named Guillaime. They managed to eventually locate where the airship was - inside a large fortress called Stone Vigil - but every time they would make headway, the inquisitor would basically do this. Thankfully, the inquisitor was proven to be an enemy of Ishgard (and a dragon, no less - while this was pretty damn cool, he was still an asshole) and the group had no qualms at all in knocking him down a peg. With him out of the way, they were free to enter Stone Vigil and retrieve their airship. ... except a large dragon was more or less using the thing for a pillow.
And of course Lahabrea showed up and pumped the dragon full of dark energy and sent it on the attack. What an asshat.
The dragon was defeated, and Crystalborn was finally able to claim their airship to take care of Garuda. After some repairs and a brief quest for a crystal that would help them break through the tempest surrounding Garuda, Crystalborn managed to infiltrate the eye of the storm and take on the primal of wind. And they would have done it, too, if it weren't for those meddling Garleans.
With Garuda nearly defeated thanks to the power of the Echo, Gaius van Baelsar, the effective leader of the Garlean forces, intruded on the battle with a rather large machine in tow. Said machine turned out to be Ultima Weapon... who not only consumed Garuda, but the essences of Titan and Ifrit as well. Cid, Alphinaud and Crystalborn fled in a hasty, albeit well-founded retreat.
They found themselves in Revenant's Toll in Mor Dhona, an outpost near the Carteneau Flats, where the great Battle of Carteneau had erupted years prior. With Garuda out of the way, though in much a different manner than they had intended, their next goal was to rescue their friends from the Garlean Empire. After thorough planning and reconnaissance, they managed to infiltrate and rescue the captured members of the Scions... though upon their retreat, Lahabrea appeared, and revealed himself to be none other than Thancred, possessed by the Ascian (as they do not have their own bodies).
For the time being, things that had passed were conveyed to the recently rescued Scions. Not long after, though, the leaders of the Eorzean Alliance were given terms of surrender... and very nearly accepted them, had the Scions and Crystalborn not stepped in to knock some sense into their heads. With this, the terms of surrender were declined, and Operation Archon was sent into effect. As part of the plan, Crystalborn was sent in to infiltrate and destroy the forces at Cape Westwind, then at Castrum Meridianum. Through their efforts, they made it through, only to be met by Gaius and the Ultima Weapon. Gaius was easily enough taken down, but Ultima Weapon was another story. They could not deactivate it, so they had no choice but to try and defeat it.
Of course, before they had the chance, Lahabrea appeared with an explanation of things.
Ultima Weapon still needed to be taken care of, though. Crystalborn basically beat it until it imploded on itself, so that wasn't a hugely big deal. The entire building was already burning around them. Though, after Ultima Weapon came Lahabrea, and saving Thancred. ... honestly, though, Lahabrea was a complete joke. He went down like a sack of bricks, and with Hydaelyn's assistance, was completely and safely separated from Thancred. Lahabrea was supposedly destroyed... but ~whoooo knooooows~?
With this came victory. They had defeated Ultima Weapon, they had harshly dented and forced back the Garlean forces, and they were now ushering in a new era. Goodbye, Seventh Umbral Era... hello, Seventh Astral Era.
Needless to say, Crystalborn was due a very much well-earned break. Here, Kha'li took up alchemy, studying it to the point of mastery (which took all of two weeks - she'd saved up so much money that buying materials wasn't an issue, and she pretty much stuck her nose to the grindstone). She also finished her mastery of white magic, becoming a full-fledged white mage. Crystalborn also bought a house! A small house, in the town of Mist outside of Limsa Lominsa. Which Kha'li promptly decorated with glowing plants crafted from her very own alchemy.
The break wasn't to last forever, though. The newly rebuilt Scions were wanting to move to a more neutral territory; where they were now had them lying well within Ul'dah's territory, and there was want to ensure no direct loyalty to any one of the three nations, but rather an equal cooperation between the three. The Scions eventually settled for moving their base to Revenant's Toll in Mor Dhona... but not before a strange, white-robed Ascian named Elidibus appeared before Minfilia, claiming to be an emissary between the Scions and the Ascians. After tracking him down, Kha'li was put through a gauntlet of fighting things to (apparently) prove her worth to the Ascian. Elidibus claimed to serve the same god as Lahabrea, but bore no ill will towards any of the Scions or Crystalborn. ... and promptly disappeared.
Oh, and the Moogles summoned a primal(?) of their own, at one point - Good King Moggle Mog XII. Thanks, Ascians.
The Scions were eventually moved safely to Mor Dhona - the Rising Stones, now, rather than the Waking Sands - though Urianger, another of the Scions, arrives unannounced to report that the Students of Baldesion, a distant ally in the Sharlayan lands, are no longer replying to his messages. It's concerning, to say the least... but there wasn't much they could do, save for continue on as they were while Urianger investigated the matter.
Some time later, however, reports were sent the Scion's way of a massive theft of crystals from the stores of Amajina & Sons Mineral Concern. Following the tracks of a suspiciously heavily-laden cart, Crystalborn found out that it was simply heavily stocked with somnus, not crystals. Thancred reported there was nothing linking any crystal thefts to the Amalj'aa, either. Though, with a clever plot to lure the thieves into the open, it was noted that all of the thieves happened to be Sea Wolves. Before any further investigation could be made, though, Crystalborn was called back by Minfilia to handle another pressing matter.
What they were met with was a band of refugees from Doma, along with their masked leader, Lady Yugiri. They had attempted a rebellion against the Empire but failed, and so were seeking solace in Eorzea as the Imperial troops had completely decimated their homeland. Their supplies were running terribly low and the entire group was in dire straits, and Alphinaud couldn't help but feel sympathetic for their plight. He offered to talk to Raubahn for them, and in the meantime, Momodi at the Quicksand in Ul'dah was happy to donate an excess of provisions. (Though the merchants holding said provisions were none too happy at Momodi's reasons for dispensing them. Kha'li would gladly have beaten their faces in with her Thyrus.)
Lady Yugiri was soon granted an audience with the sultana and the Syndicate. Alphinaud and Crystalborn accompanied her, and while she made a terribly good case for the Domans and even offered to work for solace in Ul'dah, and while the sultana, Raubahn and Teledji Adeledji were sympathetic and willing to grant solace, one lone Lalafell by the name of Lolorito shot everything down by convincing the majority of the rest of the Syndicate to deny the Domans refuge. (Again, Kha'li would gladly have beaten his face in with her Thyrus. As it was, she had to be restrained. Quite a bit.)
Not completely deterred, though, Alphinaud suggests the Domans take refuge in Revenant's Toll. However, with the majority of the Domans in an extremely weakened state, something needed to be done to transport them all there. Teledji Adeledji graciously offered to purchase passage with the Seventy-Seven Caravans at a personal expense, and Crystalborn was put in charge of escorting the caravan in case of attack. In rounding up everyone for the caravan, Kha'li learned that Lady Yugiri had taught the Doman children to play hide and seek, as a means to hide from Imperial soldiers in the event of an attack.
The Doman children also, apparently, were infatuated with the life of an adventurer. The journey was a long one. At least they weren't asking if they were there yet.
Once everyone was settled in at Revenant's Toll, Y'shtola returned with terrible news. The Sahagin were the ones ultimately behind the crystal thefts, as they were planning on summoning their own primal: Leviathan. Admiral Merlwyb, Limsa Lominsa's leader, has requested the Scions' assistance in preventing the summoning. On this one, though, Minfilia was intent on tagging along, as she wanted to learn more about the Echo if possible.
After saving some soldiers in Limsa Lominsa's attempts to gather intelligence, the time for moving was at hand. Making for the Sahagin's aetheryte with Y'shtola, Minfilia and Merlwyb, it was too late to stop the summoning; even in Merlwyb's best attempts to assassinate the priest summoning Leviathan, he merely took over the body of another Sahagin nearby. Before being absorbed entirely by Leviathan, of course, who took to the open sea just after the summoning finished.
Returning to Limsa Lominsa, Merlwyb was concerned that Leviathan meant to unleash a tidal wave, which would completely destroy Limsa Lominsa and the surrounding areas. In an attempt to stop him, a method much like the one used for Garuda was implemented - utilizing a corrupted crystal to weaken Leviathan's hold on it's own element, water. Everything was prepared, and Crystalborn set out to fell Leviathan like they had the primals before it.
As expected of Crystalborn, Leviathan took little effort to deal with, and before they knew it, they were headed back to Limsa Lominsa with the great news. Merlwyb was more than pleased, and in return for the efforts, she pledged to send provisions to Revenant's Toll for the Doman refugees. In return, Lady Yugiri offered to share her Far Eastern fighting style with anyone that would learn it.
Returning to the Rising Stones to pass on Lady Yugiri's gratitide, Minfilia relayed her thoughts on the true nature of the Echo, stating that the means of defeating the Ascians was now within their reach. Unfortunately, their meeting was cut short - Urianger burst in with terrible news. They had not been able to contact the Students of Baldesion for quite some time... and the reason why just happened to be because their homeland, the Isle of Val, had been completely destroyed by a spell much like Ultima.
Character World: Final Fantasy XIV: A Realm Reborn takes place in the realm of Eorzea, on the planet Hydaelyn, which is named for the goddess that is said to have created the world. Here, magic is commonplace, and any sort of "modern day" technology is a mysterious thing that more or less only the Garlean Empire possesses.
Eorzea spans the Aldenard continent and its outlying lands. The continent itself is fairly expansive, ranging from desert climates to tropical ones, forests and swamps, and even frozen northern regions. With such a varied environment comes varied populations - the Hyur, the Elezen, the Lalafell, the Roegadyn, and the Miqo'te, as well as the beast tribes of the Amalj'aa, the Sylphs, the Ixal, the Kobolds, and the Sahagin. Many a manner of monster reside in the region, both benign and belligerent, but any that are a threat are usually dealt with by adventurers, entreated by the locals to rid them of their problems.
The realm is still recovering from the Calamity five years earlier, at the Battle of Carteneau, where the invading Garlean Empire ended up unleashing the Wyrmking Bahamut - and the hellfire he brought with him - on all of Eorzea. Many lost their lives to the destruction; countless others lost their homes, set adrift in the realm as refugees with little to no possessions to call their own.
Eorzea is split into three city-states - Gridania, Ul'dah, and Limsa Lominsa - as well as the neutral territory of Mor Dhona.
Ul'dah is where Kha'li calls home, despite being the emissary of Gridania. It is a city-state located in the heart of the Thanalan desert region, and a hub for all things commercial. (Also a prime destination if gambling is your idea of fun - the coliseum is a popular spot for visitors from all around the realm.) Though the city is ruled by the sultan or sultana (currently the latter, called Nanamo Ul Namo), true power is held by the Syndicate, a circle of the richest members of Ul'dahn society. In Ul'dah, whoever holds the most money and influence holds the power. Ul'dah is home to several guilds - Mining, Alchemy, Clothcraft and Goldsmithing - as well as a few of Eorzea's classes, those being Gladiator, Pugilist and Thaumaturge. It also hosts a branch of the Adventurers' Guild, and many an adventurer come and go from here at any level of their journey. As a part of the Eorzean Alliance, the nation has its own Grand Company, called the Immortal Flames; it is headed by Raubahn, who also works as the Sultana's right hand. Dunesfolk Lalafell are the primary inhabitants, but it is not uncommon to see many of the other races residing here as well.
Gridania is Kha'li's home-away-from-home, so to speak. Nestled deep in the Twelveswood north of Ul'dah, it is a city that ties itself with nature almost seamlessly, rather than claiming the land for itself as many other cities seem to do. Gridanians pride themselves on working in harmony with nature, and they live in both respect and fear of the elementals of the Twelveswood; evoking the wrath of the elementals is high on the 'do not want' list. Gridania is home to it's own share of guilds - Carpentry, Leatherworking and Botany - as well as being the home base for Archers, Lancers and Conjurers, and another branch of the Adventurers' Guild. The Elder Seedseer, Kan-E-Senna, guides the city, as well as the city's Grand Company, the Order of the Twin Adder. Hyur and Elezen primarily reside in Gridania, but there have also recently been a number of Miqo'te (Seekers of the Moon, specifically) that have taken residence here.
Limsa Lominsa is the third city-state, just west of Ul'dah and well within length of a boat ride from Thanalan. It is home to two of Kha'li's favorite destinations - the Culinarians' Guild and the Bismarck restaurant, and Costa del Sol, a seaside beach area - and if she isn't spending time at home or in Gridania, chances are good that she'll be somewhere here. Limsa Lominsa is also home to the Armorers', Blacksmiths' and Fishers' guilds, as well as the home of many a Marauder and Arcanist, and yet another branch of the Adventurers' Guild. As the city itself is built perched upon small islands at the edge of the sea, it probably goes without saying that the place is quite the active port - not to mention a haven for pirates. Outside of the city is the region of La Noscea, which is comprised of coastlines and plains. Ruling the city and the Grand Company, the Maelstrom, is Admiral Merlwyb Bloefhiswyn. Roegadyn primarily make their homes here, as well as many Plainsfolk Lalafell and Miqo'te of the Seekers of the Sun tribe.
Nestled in the center of the three city-states is Mor Dhona, a neutral territory and the home of the epic Battle of Carteneau five years prior. The entire region was made barren by a conflict between Garlean airships and Midgardsormr and an army of dragons twenty years ago, and it is still an area of contention between the Eorzean Alliance and the Garlean Empire. Shortly after the Calamity occurred, a large spire known as the Crystal Tower erupted from the ground here, turning much of the area around it's base into crystal as well. It has yet to be fully explored.
Further information on Eorzea can be found here!
Character Personality:
To say that money is important is an understatement. To Kha'li, money is a driving force. It's what inspired her to become an adventurer in the first place. The worth of a merchant can be measured by the gil in their coffers, after all - the more money you have, the higher you can sit on the ladder. Adventuring had always been a sort of siren call to Kha'li, and not simply for the... well, adventure involved in it. Adventuring is a business, whether that be on part of a merchant selling potions or a sellsword. And boy, is she a sellsword.
There is a quote in-game, spoken by the NPC Momodi in Ul'dah but horribly befitting of Kha'li: "I swear, if I painted "CERTAIN DEATH" on one door and "LIMITLESS WEALTH" on another, nine out of ten adventurers would go through the first, and the other bloke wouldn't be able to choose, on account of bein' Ul'dahn." As important as money is, Kha'li also has a very strong sense of curiosity. If something catches her eye, chances are she is going to poke the thing. Or at least investigate. She is not nearly as "jump first, ask questions later" as her comrade Allumette (as a white mage, she is far too squishy to go running headfirst into battle), but new and interesting things could possibly be a great opportunity for making some gil. ... okay, okay, and she might be unable to pass up the opportunity to see something really, really cool.
Kha'li is fearless. She will not back down in the face of danger. She will get right up in someone's face if they're pissing her off, and she will not hesitate to tell someone off if they deserve it. (Even if she can develop a verbal tic in the form of alliteration when she gets incredibly angry.) No, there's very little that Kha'li truly fears... except fire. Not candle flames or campfires, but big, roaring fires meant more for destruction than warmth. Five years prior, she lived through the Calamity. Flames from Bahamut's attack tore through Thanalan and Ul'dah, destroying much and killing many, and her family only barely managed to avoid being caught in it themselves. She witnessed many others, though, that weren't so lucky. To this day, seeing any large amount of fire triggers horrible memories - during the fight with Ifrit, it caused her to flat out blue-screen, leading Arenlona to have to knock her out to keep her from hurting herself or others in her blind panic. She has only somewhat overcome this, to the point where she didn't quite blue-screen during their fight with Ultima Weapon while the entire building was burning around them, but it still makes it very difficult to function properly.
Kha'li has taken on a slightly more "white mage" persona since she took up adventuring. After all, a soft-spoken, demure healer is more well-accepted than an outspoken, argumentative one, and also more likely to have pity taken on them and gil sent their way. Being able to charge gil for following someone and healing them was much more believable the more cute and helpless she seemed, and once she saw that it worked, she stuck to it. This facade dwindles the closer she gets to someone, though, and true friends know the real Kha'li as opposed to the dainty little white mage act. Still, she is very much a girly girl despite only acting cute for the sake of money, and she takes pride in how she looks, from her hair to her clothes and occasional makeup. (She's a little self-conscious about her ears, though, as the rest of her family doesn't have ears quite as long as her own - hence the pigtails in an attempt to hide/distract from them.)
Deep down, though, Kha'li is genuinely caring. Family is incredibly important to her - as it is to many a Lalafell - and this applies not just to her immediate family, but to her family in Crystalborn as well. She will do anything for any one of them, and will go at any length to do so. She also has a weak spot for those of lesser fortune than herself, thanks to her mother instilling into her at a young age that no matter how wealthy one gets, he should never step on the backs of others. She may act tough, but when it comes to refugees and others less fortunate, she will do what she can to help, whether that be in the form of free healing or a donation of food. This is what introduced her to Allumette, when she noticed the other Lalafell stealing food to survive. This same desire to help refugees is also what spurned her extreme dislike of the majority of the Syndicate - when asking for help for the refugees from the kingdom of Doma, she could barely hold her tongue when their pleas were completely shot down.
Character Abilities: As a Lalafell, Kha'li has a surprising amount of agility for one of such short stature. In-game, they have been shown to be capable of jumping nearly twice their height - if not more - and their legs, while tiny, are capable of a respectable amount of endurance. After all, when the majority of Eorzeans are much, much taller than she is, it's necessary to be able to keep up when walking alongside them!
Lalafell are also known for being extraordinarily intelligent and cunning. In Dunesfolk in particular, this is oftentimes translated into an extremely keen business sense, and Kha'li is no exception. Her entire life, her family has worked in trading and selling goods, and she has grown up helping in and running her family's shop in Ul'dah. Because of this, she has a good eye for business, able to pick out common signs of forgery and possessing an overall sharp sense of what something is - or could be - worth.
Due to being a Dunesfolk, her eyes are naturally reflective in order to help see better in the rather sharp light of the Thanalan region. In contrast, as a Lalafell, she is not very well suited for cold climates; as a Dunesfolk Lalafell, this is worsened nearly twofold. Growing up in a desert climate, she is more accustomed to dry heat than biting cold, and exposure to colder climates for any amount of time can quickly overtake her.
Primarily, Kha'li is a White Mage, an advanced form of Conjurer. Conjury is the art of drawing upon the elements, whether it be for offense, defense or healing; white magic is an extension of that, with much more a focus on succor than any sort of offense. To supplement her abilities, she has also taken on training in the art of Thaumaturgy - however, many of the skills and spells available to a Thaumaturge are unavailable to her as a White Mage, save for Surecast and Swiftcast, the first of which ensures that the next spell will be cast without interruption, and the second causing a spell to be effective immediately, without needing to wait to cast it.
Kha'li has also taken an interest in alchemy, so as to supplement her use of magic in general. Alchemists are crafters, capable of transforming materials into potions, ethers, antidotes, status-boosters, and even poisons; in addition, Alchemists are also capable of crafting weapons for Conjurers and White Mages, as well as Arcanists, Summoners and Scholars. With reaching master status as an Alchemist, Kha'li has gained the ability to meld materia to the aforementioned classes' weapons, giving each one an additional, customized stat boost in spellcasting speed, attack, elemental affinity, etc.
In addition to all of this, as a Warrior of Light, Kha'li also possesses the power of The Echo. This ability not only acts as a means of speaking and understanding every language in the world, but it also allows her to peer inside the memories of others by resonating with their soul. Though she can see past events - and has, on a couple occasions, been "seen" by the person at the time those memories occurred - she is not able to change the events in any way. This ability does not come at will, and when it happens she tends to get a horrible headache and - to others observing - seems to go distant and unresponsive, if she doesn't outright faint from it.
(Please note, I am simply listing all of her current classes/levels below. As only White Mage and Alchemist are mentioned in this app (and she is only bringing gear for those two classes), those will be the only two classes she has access to, with exceptions for the typical cross-class abilities from Thaumaturge and Arcanist.)
CLASSES
Disciples of Magic
Conjurer/White Mage, Lv. 50 | Thaumaturge, Lv. 27 | Arcanist, Lv. 26
Disciples of War
Archer/Bard, Lv. 50 | Pugilist, Lv. 17
Disciples of the Hand
Alchemist, Lv. 50 | Carpenter, Lv. 15
Disciples of the Land
Botanist, Lv. 27
Character Inventory:
Equipped
Thyrus | Royal Crown | Cleric's Robe | Cleric's Gloves | Hero's Belt of Healing | Cleric's Culottes | Cleric's Boots | Hero's Necklace of Healing | Hero's Earrings of Healing | Hero's Bracelet of Healing | Weathered Daystar Ring | Hero's Ring of Healing | Soul of the White Mage
Unequipped
Paracelsus | Militia Mortar | Alchemist's Monocle | Alchemist's Coat | Alchemist's Gloves | Raptorskin Merchant's Purse | Alchemist's Trousers | Alchemist's Thighboots | Red Coral Earrings | Electrum Choker | Electrum Wristlets of Crafting | Master Alchemist's Ring | Aetheryte Ring
Inventory
Elixir (x10)
Mega-Ether (x10)
Water Shard (x100)
Lightning Shard (x100)
Distilled Water (x20)
Mugwort (x20)
Mistletoe (x20)
Unicorn Whistle [this allows her to summon her unicorn mount, much like others can summon a chocobo. special WHM perk. I'd like her to come in with her unicorn mount instead of her chocobo, if that's okay!]
Interaction Sample: Sample here~
Third Person Sample:
They say that there's no rest for the wicked. But apparently, there's no rest for a Warrior of Light, either.
Coming back and being hailed a hero had been... well, far more than Kha'li could ever have dreamed of. She'd only set out on this adventure to try and earn money in a more exciting way than sitting around her papa's shop all day, but she'd ended up with notoriety and acquaintances that she hadn't anticipated. And quite a bit of work cut out for her, at that. As the envoy of Gridania, it was her job to act as the go-between for interactions between Gridania and the other nations. And this meant work, and lots of being out and about. Between this and helping with recruits at the conjury guild, she was never going to catch a break.
Today's envoy mission, though, was the worst. It brought her to the northlands, to Coerthas, where the wind was cold and biting and not fit for near anyone to be out in, much less a Lalafell. She had a heavy coat, and she had a warm hat and boots, but they did precious little to fend off the wind that nearly cut through her tiny frame. So, there she sat huddled next to a communal fire near the observatory, shivering and irritably muttering with many a curse ill befitting a white mage, incredibly reluctant to move and continue on to her final destination of Camp Dragonhead. Continuous movement might keep her somewhat warm, and her mount's body heat may contribute some, but not enough to coax her from the warmth of the fire and out into the cold, bitter night. Really, she just wished that she could be back at the house in Mist right now, lounging in the sunshine on the beach.
The next time discussions must needs be made with Ishgardians, they could come to Gridania themselves for all she cares. She was a Warrior of Light, not an ice shard.