Name: Girania Agdyne (formerly known as "Sigrun Bysnoe")
Age: 28
Gender: Female
Sexual Orientation: Straight
Species: Viera (Veena)
World and Universe they are from: The Source (Final Fantasy XIV)
Appearance: Girania's years of indoor work and study have affected her skin color to become a lighter shade of brown. Thankfully, it hadn't affected her growth, and she now stands at a nice 6 feet 3 inches in height. Her natural Viera biology has allowed her to somewhat keep her slim frame, though any other Viera would easily be able to point out where her body had plumped up from the changes in her diet. Conversely, any grade A pervert would be able to tell you her cup size is F. She has long brown hair with purple highlights at the ends. The sides of her hair have grown so long that they tend to rest over her collarbone, while her bangs just barely reach past her eyebrows. The rest of her hair is tied into a long, somewhat messy ponytail. Years of exposure to faded Primal aether and the otherworldly aether of the Faeries had turned her eye color from brown to white.
Personality: At Girania's base, she is a very curious woman. Adventuring and learning from the greater world came naturally to her, as it fulfilled her curiosity perfectly. Of course, more recent developments have influenced her to be beyond that. Years of securing funds to go home have made her a lover of money and she would barter and haggle to keep as much as she can. She harbors a resentment towards Garleans for the destruction of her home nation, but has since mellowed out a bit after realizing how self-destructive it was becoming. She is also somewhat awkward around others. When interacting with friends and acquaintances, she tends to exaggerate her actual responses in an attempt to be social. For example, if someone were to ask her about her history fighting Cactuar-like creatures, she would respond with something like "Sometimes I wish more helmets fit me so I don't spend so long picking needles out of my hair." If given the chance, she would also go into depth of how some of her spells and skills work, so do not make the mistake of asking her directly. Come hells or high water, she WILL talk at you until she's done with her explanation. Aside from this, her battle decisions currently align with that of her Dark Knight training. That is to say, should a situation require it, she would be willing to harm herself in order to deny the enemy an advantage over her. Luckily, there have been few occasions where that was necessary. mostly, she tries to avoid stuff like that if she can help it.
History/Bio: The woman formerly known as "Sigrun" was born and raised in the village of Bysnoe, which resides within the borders of the Kingdom of Dalmasca. Though village tradition requires Viera to remain within the village throughout their lives, there were always those who would grow a curiosity of the wider world. Having grown this curiosity, she had planned to run off on her own. After stowing away on a ship that was bound to the distant land of Eorzea, Sigrun had created a city name for herself: "Girania Agidyn." It wasn't until she had arrived in the City-State of Limsa Lominsa just how much she screwed herself over. She was practically penniless in a nation where fools could be stabbed in some back alley if they got lost, and was forced to take up several different occupations for the coin needed to return to Dalmasca.
She learned how to cook from the Culinarian's Guild, and learned Arcanima from the Arcanist's Guild in order to defend herself and open up new possibilities for employment. Eventually, she found that independent cooking and random projects that barely required her to actually use what she learned as an Arcanist to be less profitable than she was satisfied with. If she truly wanted to return home, she would need to do more than earn a living. She needed to turn a profit. Thus did she take up the high-risk, high-reward occupation of adventurer, which came with a myriad of benefits. There was always a job to be done, and money to be made. Though she didn't abandon her cooking jobs, she found her time taken up with various activities, ranging from searching for pets to hunting down and defeating fiends from the Void. Such tasks demanded much and more from Girania, forcing her to learn the healing arts of the Nymian Scholars, and the spellcraft of the Allagan Summoners from those that had made great progress in researching the ancient arts.
After years of cooking, training, and adventuring, Girania had finally earned enough gil to return to Dalmasca. She could finally return to her home village of Bysnoe! Until she found that no ship was willing to make the trip. She found out that in the years she spent saving money, the Kingdom of Dalmasca, that had already been conquered by the Garlean Empire years before she left to explore the world, was crushed and ravaged after attempting to create a Resistance. Her homeland was all but destroyed, and not one ship dared to approach it in its current state.
Distraught, Girania had buried herself in work and training, even going so far as to join the Maelstrom and rise in its ranks in some attempt to be one of the first adventurers called in to combat the Empire when the Grand Companies finally pushed further in the war. Following the advice of an older adventurer, she continued her adventures, eventually journeying to Ishgard and training in the ways of the Dark Knight. It was through their lessons that she managed to confront and tame her inner darkness in order to quell the burning hatred that would have eventually destroyed her. She continues to earn and save up money to this day, in the hopes of using her wealth to assist in the rebuilding of Dalmasca.
Powers:
Job Change - A common enough ability among adventurers. Put simply, it is when an individual switches between one weapon and fighting style to another weapon and fighting style through the act of switching between "Soul Crystals." By swapping between soul crystals, the user's style switches almost entirely when the memories held within the crystal flow through the individual. For example, When switching between a "Black Mage" Soul Crystal to that of a "Warrior", the memories of how to cast devastating black magicks are pushed away in order to focus on the memories of physical techniques used to both endure pain and slay gargantuan foes with an axe. This ability also allows for the user to be clad in clothing and armor more suited to the role the soul crystal is attuned with. Using the previous example, the individual would suddenly go from wearing magic-enhancing robes and rings to being clad in heavy armor.
Summoner - Using Arcanima as a base, the summoner abilities allow for the manipulation of aether in order to shape and animate various arcane geometries. This is used to manifest arcane entities such as various "Egis" and "Carbuncle." Egis are simply stronger versions of carbuncles, but with different appearances. Summoners in particular harness the aether of primals to create smaller, weaker, more controlled versions of them. The "Egi" of a Primal/Eikon is limited in its offensive ability in comparison to the actual creature it was made from, but through the use of Arcanima modern summoners can temporarily create egis of more powerful Primals using the one they've already summoned as a base. Additionally, Summoners can go into a Trance during the summoning of certain powerful Egis that give temporary access to powerful spells and spellcasting skill. Girania is of the number that had managed to summon three particular Primals without the need of aether crystals.
Scholar - As with the Summoner abilities, Arcanima is used as a base. The difference is that the arcane geometries used create different effects. Scholars use these geometries to summon a faerie in order to assist them. Unlike Carbuncles and Egis, Faeries are not created by the user, but properly summoned from elsewhere and remain so long as the Scholar that brought them there does not fall unconscious (or until dismissed). The spells employed by Scholars focus more on Healing and Supporting others, and directing the Faerie to do the same. The Faerie can be directed to release a magic that temporarily regenerates wounds or even increase the potency of healing magic. The Scholar has access to spells that can either heal or create barriers that prevent harm. They also have the ability to manipulate barrier spells to either reinforce them or otherwise convert the barriers into additional healing energy, and an ability to seek out and mark possible weak points in an enemy's personal defenses. Finally, the Scholar can assist the Faerie to power up, and temporarily ascend into the form of a "Seraph", which gains healing abilities that also create magic barriers.
Dark Knight - A Dark Knight uses their abilities to draw out their inner darkness to protect the poor and weak. They do the dirty work that most bards omit from their ballads. They utilize their personal aether and the darkness of their souls to perform a myriad of abilities. From forming barriers to creating shadowy melee and ranged attacks, the Dark Knight has plenty of options. They even have the ability to temporarily create a simulacrum of their shadow selves to assist in battle. If the worst comes to pass, then they can fall on their last resort to continue the fight to the end: Self-Zombification. Through a technique called "Living Dead", a Dark Knight can curse their own lives at the moment of their mortal demise to temporarily become a revenant. If a healer makes it to them in time, then they can be restored back to life before death finally claims them.
Limit Break - There is a power that can be generated by any creature with higher intelligence. It is generated and influenced by intense emotions, and its application takes form in several different ways. In Girania's (and many other people's) case, she can only manifest these abilities in the form of Limit Breaks, which can heal, defend, or harm.
Power limitations:
Job Change - Using this ability mid-battle is ill-advised, as the memories need time to settle. Switching in a fight may allow for a few techniques to be used, but the individual would not have full access to their skills. Doing this would place the user in danger, as their conflicting skills would cause mistakes to be made.
Summoner - As with all magic-users on the planet of Etheirys, Summoners rely on their own reserves of aether. Though they can regenerate their aether as time passes, and even accelerate the process with a technique or an Ether, the replenishing of aether requires the spellcaster to wait patiently even in the midst of combat. In contrast to Black Mages and Red Mages (spellcasters who manipulate their aether into different elemental spells to achieve different effects), Summoners are limited in their personal spells. Their own attacks are usually unaspected blasts of pure magic or otherwise just two poisons. Their greatest strength lies in their Egis or Carbuncles, which they need to summon first (conversely, some inexperienced Arcanists can't even control their Carbuncles to begin with). Girania in particular cannot summon more than one Egi or Carbuncle at a time, and thus cannot reap the benefits of using a team of summons. Dreadwyrm and Firebird Trance can only last 20 seconds each. Additionally, these actions must be done in an order. This is because the mind and soul becomes primed by these Trances to follow into the other. It is a lengthy process that one must be careful to use when in the midst of a battle. Additionally, summoned Primals can only last as long enough to perform one attack before reverting into carbuncle or egi form.
Scholar - Scholars also must rely on the management of their own aether to perform spells. Their greatest weakness tends to be their lack of variety when it comes to offensive spells.
Dark Knight - Though they have a plethora of defensive abilities, Dark Knights thrive off of receiving pain from the enemy. As such, the best way to utilize their abilities is to inch ever closer to the brink.
Limit Break - The energy required to use these must be accumulated over the course of a battle. In any long-enough period of rest, it dissipates.
Skills:
Cooking - A
Aether Manipulation - B
Healing Magic - B
Protection Magic - A
Greatsword Mastery - A
Offensive Magic - A
Social Skills - C
Weapon(s)/Equipment:
- Mimesis Lux (a powerful Summoner Grimoire)
- Augmented Evoker's Clothes
- Akademos (a detailed Scholar's Grimoire)
- Law's Order Armor set of Healing
- Edengrace (a very heavy greatsword)
- Cryptlurker Armor set of Fending
- Enchanted Dragon Scale (a scale that's been modified by Radz-at-Han alchemists to copy a certain blessing. It prevents the individual's aether from being corrupted or influenced by outside forces)
Other:
1. All of her armor and weaponry have glamours placed on them for personal taste in aesthetics. Glamours are basically semi-permanent illusions placed via certain prism stones. That is to say, they only seem to change the look. For instance heavy armor can be made to look like a garb of thin cloth, but a weapon it will still react as if it hit armor.
2. Here is a list of spells used by the Summoner and Scholar, as well as skills used by Dark Knight.
Summoner:
- Ruin III (Single-target attack)
- Tri-Disaster (AoE attack)
- Energy Drain (saps a small amount of energy from a single target and converts it into Aetherflow)
- Energy Siphon (saps a very small amount of vitality from multiple targets)
- Ruin IV (AoE that is made from the energy sapped from Energy Drain and Energy Siphon)
- Dreadwyrm Trance (Summons Bahamut-egi, and temporarily enhances Summoner abilities)
- Astral Impulse (magic attack only used in Dreadwyrm Trance)
- Astral Flare (AoE only used in Dreadwyrm Trance)
- Deathflare (powerful dragon-based attack only usable in Dreadwyrm Trance)
- Firebird Trance (Summons Phoenix-egi, and temporarily enhances Summoner abilities)
- Fountain of Fire (magic attack only used in Firebird Trance)
- Brand of Purgatory (AoE attack only used in Firebird Trance)
- Rekindle (Phoenix-based spell that heals self or target both immediately and over time for 15 seconds)
- Ruby Rite (Fire spell that concentrates fire-aspected aether to create a mini-inferno)
- Topaz Rite (Earth Spell that suddenly creates earthen spikes to impale enemies from below)
- Emerald Rite (Wind spell that compacts and releases powerful gusts of wind to shred the cut at the enemy)
- Ruby Catastrophe (Fire AoE)
- Topaz Catastrophe (Earth AoE)
- Emerald Catastrophe (Wind AoE)
- Crimson Cyclone (Creates a jet flame to propel the user forward and creates a fiery explosion when the user halts)
- Crimson Strike (User creates an explosion around themselves)
- Mountain Buster (summons two large slabs of stone in an attempt to crush enemies between them as they slam into each other)
- Slipstream (uses sharp gusts of wind to create a concentrated windstorm around a target)
- Summon Ifrit (Summons the Primal Ifrit to cast an Inferno upon foes)
- Summon Titan (Summons the Primal Titan to crush foes with Earthen Fury)
- Summon Garuda (Summons the Primal Garuda to screech into the sky and smite enemies with an Aerial Blast)
Egi/Carbuncle commands:
-Radiant Aegis
-Searing Light
Scholar:
- Broil IV (a powerful single-target attack spell)
- Art of War II (Magic AoE around the user)
- Physick (the basic Scholar healing spell)
- Summon Eos/Selene (summons a Faerie)
- Resurrection (despite the name, it only slightly heals and wakes up those that have lost consciousness in the midst of battle)
- Biolysis (uses Arcanima to infect a target with a magical poison that lasts for 30 seconds)
- Ruin II (a simple, fast, but weak single-target attack spell that's only used when there's no time to cast more powerful spells)
- Aetherflow (uses lessons made from observing the Faeries to restore aether)
- Lustrate (A powerful healing spell)
- Sacred Soil (creates a large barrier in a spot. It lasts for 15 seconds)
- Indomitability (wide AoE healing spell)
- Excogitation (a healing spell that comes into effect if the target suffers a concerning amount of injury)
- Deployment Tactics (Spreads the power of one personal barrier to others with a certain range)
- Emergency Tactics (Converts a barrier into healing magic)
- Recitation (enhances a magic barrier)
- Expedient (very briefly enhances the physical functions of the user and nearby allies to become more durable against incoming attacks, and fast enough to avoid attacks to begin with.)
Faerie Commands:
- Fey Blessing
- Fey Union
- Fey Illumination
- Whispering Dawn
-Consolation (as a Seraph)
Dark Knight Skills:
- Unleash (Uses inner darkness to create spikes around the user to impale enemies from below)
- Stalwart Soul (uses inner darkness to create downward waves of energy to blast enemies from above)
- Unmend (uses inner darkness to create a ranged energy projectile)
- Flood of Shadow (darkness surrounds the Greatsword before shooting out from it and fading away, harming those in its path)
- Edge of Shadow (darkness envelops the Greatsword in order to deliver a mighty cleave)
- Bloodspiller (Uses inner darkness mixed with blood in order to creating a devastating swing)
- Quietus (uses inner darkness to mix into blood, reating small explosions where the greatsword is swung.)
- Abyssal Drain (Launches an explosive ball of dark magic that harms enemies and heals the user)
- Shadow Wall (Creates a potent darkness barrier around the user)
- Dark Mind (Uses inner darkness to protect the user from magic and supernatural attacks)
- Dark Missionary (creates a small darkness shield around several people around the user)
- Oblation (creates a small darkness shield around target)
- The Blackest Night (Uses the user's aether to create a barrier. Should it be broken, the energy absorbed by the shield becomes fuel for Flood or Edge of Shadow)
- Living Shadow (Forces inner darkness out, and creates a simulacrum so that it may temporarily fight alongside the user.)
- Living Dead (Last resort. A self-inflicted curse that turns the would-be corpse into an unkillable revenant for a small while. User must be immediately attended to by healers in order to return to normal)
- Salted Earth (corrupts a small patch of land and makes it hazardous to enemies.)
- Salt and Darkness (creates a pulse with the corrupted area that immediately harms those within it.)
- Shadowbringer (releases the wrath of the user's inner darkness, having it take the form of large blast of dark energy)