TuShanshu App
Feb. 3rd, 2016 06:08 pmPlayer Information:
Name: GreenRivers
Age/18+?: 30+
Contact: [Bad username or site: “GreenRivers” @ “plurk.com”]
Other Characters Played: Klaus Von Reinherz, Yorda
Most Recent AC Link: http://tushanshu-ooc.dreamwidth.org/430764.html?thread=17946540#cmt17946540
Character Information:
Name: Balthier
Canon: Final Fantasy XII
Canon Point: A few months after miraculously escaping the Bahumut somehow.
Age: 22-23ish
Type of Character:
Canon character
Reference:
Wiki of the main game
http://finalfantasy.wikia.com/wiki/Balthier - Balthier
Setting Concepts:
Imagine if Game of Thrones took place in fantasy Australia – all the political intrigues and back-stabbings against a backdrop of magical whimsey and airships. Meanwhile all the wildlife wants you dead.
Even the rabbits.
...Especially the rabbits.
While Ivalice has a long and heavy history with a load of lore, we'll stick with the major issues dealt with in Final Fantasy XII (Revenant Wings, Vagrant Story, and the Tactics games are a whole 'nother bag of cats).
Ivalice is a fantastical world that's semi-medieval and semi-futuristic where magic and machine co-exist. Two major empires – Archadia and Rozarria – have waged a long war with each other, with the smaller nations of Nabradia and Dalmasca caught in the middle. Two years before the game proper, Archadia conquered and annexed the two smaller countries, and the Princess of Dalamasca spearheads an underground resistance against the Archadian occupation.
Locations & Persons of Interest:
The known world is called Ivalice and it is divided into three major continents and the Galtean peninsula.
Ordalia lies to the west and is home to the Rozarrian Empire.
Kerwon to the south – largely neutral territory and home to Mt Buromisace, the center of the major religion in Ivalice.
Valendia to the northeast – the location of the Archadian empire and the former kingdom of Nabradia.
The Galtean peninsula is at the center of these three continents and where the Kindgom of Dalmasca lies.
Dorstonis is a Purvama (floating landmass) to the east of Valendia, seat of Marquis Halim Ondore.
Giruvegan – A city in the realm of the Occuria. At the heart of the city lies a massive crystal, likely the source of great power.
House Solidor: The ruling house in Archadia, led by Emperor Gramis, followed by his two sons Vayne Solidor and Larsa Solidor. The Solidors are popular among the general populace of Archadia for allowing common folk to earn prestigious positions in the military. Not well-liked by the senate who seek to use Larsa as a puppet ruler. The Judge Magisters report directly to the Emperor.
The Judge Magisters: Leaders of the military and upholders of Archadian law. They wield a great deal of influence and power and are not to be trifled with.
Cidolfus Demen Bunansa: Head of Draklor Laboratories, center of Archadia's weapons research. Considered by many to be mad as a hatter since his trip to Giruvegan. Has, in fact, formed an alliance with the rogue Occuria named Venat.
Venat: An Occuria seeking to wrest history from the grasp of their brethren. Teaches Cid the methods of crafting Nethecite.
House Margrace: The ruling family of Rozarria. Al Cid is a member of this family and seeks peace between his nation and Archadia.
The Dalmascan Royal Line: Descendents of King Raithwall. The only members of the line that remain are King Raminas (killed at the signing of the surrender to Archadia) and Ashelia (presumed to have committed suicide but was leading the resistance).
Dynast King Raithwall: The first ruler gifted with Nethecite to unify Ivalice under the Galtean alliance.
Terminology:
Mist: Magical energy and usually invisible. However, dense quantities of it can become visible to the naked eye and allow for the working of powerful magic, even in those not particularly adept in spellwork.
Magicite: A blanket term for crystals that contain Mist in some capacity. Elemental stones, teleport stones, memstones, and skystones are refereed to simply as 'magicite', while Nethecite and Auracite have more unique properties.
Auracite: Magicite created by the Occuria and contains Espers.
Nethecite: Magicite that has the unique property of absorbing surrounding Mist. Nethecite is shown to dispel magic, stop machinery from working, release destructive power on par with an atomic bomb, and allow airships to fly in Jagd territory. Comes in two flavors: Deifacted (created by the Occuria) and Manufacted (Man-made)
Sun Cryst: A huge stone, and from which the Dynast King Raithwall cut the three shards of Deifacted Nethecite.
Espers: Powerful beings that waged war against the gods long ago. They were imprisoned for their treachery within Auracite crystals. Act as summons in gameplay.
Occuria: God-like beings. also known as the 'Undying'. They seek to indirectly control the histories of Ivalice by manipulating rulers with the temptation of Deifacted Nethecite.
Jagd: Territory where the Mist have unusual properties that cancel out skystones. Airships cannot fly in Jagd territory. Dr Cidolfus Demen Bunansa created a stone of Nethecite that negates the effects of Jagd, allowing for Archadian Airships to travel freely.
Purvama: Floating landmasses that are rich in sky magicite. The Dorstonis continent is one such landmass. It is the location of the City of Bhujerba, seat of Marquis Halim Ondor and considered a neutral party in the ongoing conflicts. Revenant Wings introduces the Purvama Lemures (pronounced Ley-myur-eys, not lee-murs), home of the Aegyl race that had been sealed off by the Occuria.
The Light of Kiltia: The main religion of Ivalice, founded approximately 2000 years ago. Followers worship a pantheon of gods led by Faram the Father, God of Light. In spite of it's influence, the religion maintains a neutral stance and is forbidden from politics. This makes Mt Buromisace, the seat of the Gran Kiltias, good neutral ground for leaders to meet and discuss treaties such as when Larsa Solidor introduced Al Cid Magrace and Ashelia in hopes of forming a future alliance and lasting peace between their respective nations.
The Strahl: An airship that was going to be scrapped, but a young Balthier 'liberated' her and made her his own.
Humes: Humans – they make up a large portion of the populations in Ivalice (roughly 40%).
Viera, Moogles, Nu Mou, Rev, Bangaa etc.: The various sentient races that inhabit Ivalice. A comprehensive list of all of them.
Personality:
Balthier isn't exactly the paragon of virtue, but his vices certainly aren't the most repugnant either. One might say he's a noble thief though he'll protest greatly any nobility and then proceed to selflessly save the day. And that is Balthier in a nutshell. On the surface, Balthier comes across as cynical, vain, conceited, petty, utterly full of himself and rather callous. He calls himself the 'Leading Man', revels in his depravity, walks with a swagger that makes other pirates feel inadequate and seems to believe that he can't die (and when you consider he had an entire Sky Fortress falling in around him, he may actually be on to something.).
Underneath that apparent pride is a much different man however. As the game progresses, Balthier proves to be the most level-headed and realistic of the party members, and is, more often than not, the go-to guy for information. He's been around the block, and knows just about everything about everywhere, with many unexpected connections. And though he frequently injects a healthy dose of cynicism and reality into his starry-eyed, idealistic companions, he sticks to his own ideals and high standards quite stubbornly. He usually masks any kindness and concern under a veneer of callous greed, however. For example, the scene where he takes Ashe's engagement ring as 'payment' for accompanying her to the Ozmone Plains – there was no way he could turn a profit on the ring, but he noticed Ashe was clinging unhealthily to the past and growing fixated on the Nethecite. He had likely hoped to remove the constant physical reminder of what she'd lost in hopes that she would fixate on the bigger picture – not the best way to go about things really, but it showed he was genuinely worried about her. Later, on the Phon Coast, he spoke more frankly on his concerns about her growing fixation on the Nethecite, reciting the cautionary tale of his own father's loss of sanity to the stones.
Balthier's complicated relationship with his father Dr. Cid has largely shaped the person he is today. The past six years of his life were spent running from the grief of losing his father to a strange bout of mad obsession with Nethecite. At the same time, Balthier takes after Cid in a number of ways – he's a man of both curiosity and reason, he's arrogant, charming, witty and cunning – the very embodiment of Archadian nobility. He has a great love of theatrics and both charcters sometimes lean a bit on the fourth wall. But most like his father, he believes people should be free to choose their own destiny- he's just not willing to destroy lives or entire countries to obtain that sort of freedom. This is not to say Balthier is a pacifist. True, he is a gentleman and violence isn't his favoured first resort, but it isn't necessarily his last either.
As a sky pirate, Balthier lives the high life, indulging only in the finest things. Though don't be fooled by the expensive clothes and immaculate hygiene; Balthier is as at home tromping through tombs, deserts, sewers and undead-infested caves as he is sitting on top the stack of treasure he's pilfered from such places. He is a man of action, after all.
Balthier is not without his flaws however. As stated above, he has an ego the size of the crater that is now Nabudis and he's extremely stubborn. More often than not it's gotten him in trouble. And... oh yes, he's an unapologetic professional criminal. He can be utterly ruthless and underhanded to his enemies, though this isn't always achieved through brute force. Trickery and humiliation can ruin a foe just as much as a bullet. He genuinely prides himself on his skill as a sky pirate and loves a good challenge – to the point that he can be a bit obvious about his thrill-seeking at times - and if he thinks it might be fun he'll gladly nick a trinket or two from your character.
Appearance: Balthier is tall, standing at around 6' and quite lean (save for his hips since Akihiko Yoshida is the most obvious ass-man ever). He is immaculately groomed, his sandy brown hair kept short and slicked back and his sideburns manicured into perfect points. He has a long forehead, and high cheekbones with a somewhat wideset mouth. His nose is long, slightly upturned at the tip and he has a sharply defined jawline.
His taste in clothes leans towards very stylish but still functional attire of a romantic rogue-ish persuasion. Cravats, waistcoats, dark leathers, laced up jerkins and the like. He also sports a number of piercings in both earsand likely in other, less frequently visible places..
He has good posture and there is an undeniable swagger to his gait. His movements are always swift, fluid and purposeful, and despite his ostentatious attire, there's surprisingly little flourish to anything he does. When not in motion, Balthier has a relaxed poise and can seem at home in any situation.
Abilities:
Aside from his acute case of Devil's Luck, magnetic charisma, and proficiency at alliteration, Balthier has a number of abilities that make him a much desired ally and feared enemy.
To start, Balthier is highly intelligent and retains information very well. He's an adept engineer, the Strahl being largely his own work as she barely resembles the scrapped heap she was six years ago. He's also at home with the more advanced Ivalician technologies. Growing up in the technological bastion that is Archades and son to the head of the empire's weapons research does come in handy on that front.
He's also an accomplished criminal. The first meeting with Balthier is in the treasure room of the royal palace in Rabanastre, as he was there for the Goddess's Magicite. Whenever the plans require break-ins or escapes, Balthier is usually the first in line with ideas. He probably has the skillsets that come with his brand of thievery such as lockpicking, sleight of hand, pickpocketing, etc.
He has no canonical magical abilities (because builds and skills are all player chosen), though the manga shows he's adept at some skills in Arcane Magicks. His base stats also lend him well to swordsmanship (which makes sense, considering he was a judge before becoming a sky pirate), but he is more iconicly shown wielding firearms
http://flybyshooting.dreamwidth.org/264.html#cutid1 - Here is a list of his abilities I used in game.
Inventory:
http://flybyshooting.dreamwidth.org/264.html#cutid1 - Here
Soul Gem:
http://i.imgur.com/NaNs1Z6.jpg - Aquamarine soul gem and eight small diamonds in a tungsten setting inlaid with blue opal. Because Balthier is allergic to subtlety.
Writing Samples:
Third Person:
http://tushanshu-ooc.dreamwidth.org/428783.html?thread=17919727#cmt17919727 - Thread with Gabranth
http://tushanshu-ooc.dreamwidth.org/428783.html?thread=17787119#cmt17787119 -Thread with Elizabeth Comstock
Network:
I wish I could say nothing surprises me anymore, but waking up in another reality entirely will certainly do the trick. Not that I'm complaining, mind. Bold new horizons and all that.
Still, I have a very important question – the most important one to ask when coming to a new place, in fact.
Where do you find the best place to get a drink?
Name: GreenRivers
Age/18+?: 30+
Contact: [Bad username or site: “GreenRivers” @ “plurk.com”]
Other Characters Played: Klaus Von Reinherz, Yorda
Most Recent AC Link: http://tushanshu-ooc.dreamwidth.org/430764.html?thread=17946540#cmt17946540
Character Information:
Name: Balthier
Canon: Final Fantasy XII
Canon Point: A few months after miraculously escaping the Bahumut somehow.
Age: 22-23ish
Type of Character:
Canon character
Reference:
Wiki of the main game
http://finalfantasy.wikia.com/wiki/Balthier - Balthier
Setting Concepts:
Imagine if Game of Thrones took place in fantasy Australia – all the political intrigues and back-stabbings against a backdrop of magical whimsey and airships. Meanwhile all the wildlife wants you dead.
Even the rabbits.
...Especially the rabbits.
While Ivalice has a long and heavy history with a load of lore, we'll stick with the major issues dealt with in Final Fantasy XII (Revenant Wings, Vagrant Story, and the Tactics games are a whole 'nother bag of cats).
Ivalice is a fantastical world that's semi-medieval and semi-futuristic where magic and machine co-exist. Two major empires – Archadia and Rozarria – have waged a long war with each other, with the smaller nations of Nabradia and Dalmasca caught in the middle. Two years before the game proper, Archadia conquered and annexed the two smaller countries, and the Princess of Dalamasca spearheads an underground resistance against the Archadian occupation.
Locations & Persons of Interest:
The known world is called Ivalice and it is divided into three major continents and the Galtean peninsula.
Ordalia lies to the west and is home to the Rozarrian Empire.
Kerwon to the south – largely neutral territory and home to Mt Buromisace, the center of the major religion in Ivalice.
Valendia to the northeast – the location of the Archadian empire and the former kingdom of Nabradia.
The Galtean peninsula is at the center of these three continents and where the Kindgom of Dalmasca lies.
Dorstonis is a Purvama (floating landmass) to the east of Valendia, seat of Marquis Halim Ondore.
Giruvegan – A city in the realm of the Occuria. At the heart of the city lies a massive crystal, likely the source of great power.
House Solidor: The ruling house in Archadia, led by Emperor Gramis, followed by his two sons Vayne Solidor and Larsa Solidor. The Solidors are popular among the general populace of Archadia for allowing common folk to earn prestigious positions in the military. Not well-liked by the senate who seek to use Larsa as a puppet ruler. The Judge Magisters report directly to the Emperor.
The Judge Magisters: Leaders of the military and upholders of Archadian law. They wield a great deal of influence and power and are not to be trifled with.
Cidolfus Demen Bunansa: Head of Draklor Laboratories, center of Archadia's weapons research. Considered by many to be mad as a hatter since his trip to Giruvegan. Has, in fact, formed an alliance with the rogue Occuria named Venat.
Venat: An Occuria seeking to wrest history from the grasp of their brethren. Teaches Cid the methods of crafting Nethecite.
House Margrace: The ruling family of Rozarria. Al Cid is a member of this family and seeks peace between his nation and Archadia.
The Dalmascan Royal Line: Descendents of King Raithwall. The only members of the line that remain are King Raminas (killed at the signing of the surrender to Archadia) and Ashelia (presumed to have committed suicide but was leading the resistance).
Dynast King Raithwall: The first ruler gifted with Nethecite to unify Ivalice under the Galtean alliance.
Terminology:
Mist: Magical energy and usually invisible. However, dense quantities of it can become visible to the naked eye and allow for the working of powerful magic, even in those not particularly adept in spellwork.
Magicite: A blanket term for crystals that contain Mist in some capacity. Elemental stones, teleport stones, memstones, and skystones are refereed to simply as 'magicite', while Nethecite and Auracite have more unique properties.
Auracite: Magicite created by the Occuria and contains Espers.
Nethecite: Magicite that has the unique property of absorbing surrounding Mist. Nethecite is shown to dispel magic, stop machinery from working, release destructive power on par with an atomic bomb, and allow airships to fly in Jagd territory. Comes in two flavors: Deifacted (created by the Occuria) and Manufacted (Man-made)
Sun Cryst: A huge stone, and from which the Dynast King Raithwall cut the three shards of Deifacted Nethecite.
Espers: Powerful beings that waged war against the gods long ago. They were imprisoned for their treachery within Auracite crystals. Act as summons in gameplay.
Occuria: God-like beings. also known as the 'Undying'. They seek to indirectly control the histories of Ivalice by manipulating rulers with the temptation of Deifacted Nethecite.
Jagd: Territory where the Mist have unusual properties that cancel out skystones. Airships cannot fly in Jagd territory. Dr Cidolfus Demen Bunansa created a stone of Nethecite that negates the effects of Jagd, allowing for Archadian Airships to travel freely.
Purvama: Floating landmasses that are rich in sky magicite. The Dorstonis continent is one such landmass. It is the location of the City of Bhujerba, seat of Marquis Halim Ondor and considered a neutral party in the ongoing conflicts. Revenant Wings introduces the Purvama Lemures (pronounced Ley-myur-eys, not lee-murs), home of the Aegyl race that had been sealed off by the Occuria.
The Light of Kiltia: The main religion of Ivalice, founded approximately 2000 years ago. Followers worship a pantheon of gods led by Faram the Father, God of Light. In spite of it's influence, the religion maintains a neutral stance and is forbidden from politics. This makes Mt Buromisace, the seat of the Gran Kiltias, good neutral ground for leaders to meet and discuss treaties such as when Larsa Solidor introduced Al Cid Magrace and Ashelia in hopes of forming a future alliance and lasting peace between their respective nations.
The Strahl: An airship that was going to be scrapped, but a young Balthier 'liberated' her and made her his own.
Humes: Humans – they make up a large portion of the populations in Ivalice (roughly 40%).
Viera, Moogles, Nu Mou, Rev, Bangaa etc.: The various sentient races that inhabit Ivalice. A comprehensive list of all of them.
Personality:
Balthier isn't exactly the paragon of virtue, but his vices certainly aren't the most repugnant either. One might say he's a noble thief though he'll protest greatly any nobility and then proceed to selflessly save the day. And that is Balthier in a nutshell. On the surface, Balthier comes across as cynical, vain, conceited, petty, utterly full of himself and rather callous. He calls himself the 'Leading Man', revels in his depravity, walks with a swagger that makes other pirates feel inadequate and seems to believe that he can't die (and when you consider he had an entire Sky Fortress falling in around him, he may actually be on to something.).
Underneath that apparent pride is a much different man however. As the game progresses, Balthier proves to be the most level-headed and realistic of the party members, and is, more often than not, the go-to guy for information. He's been around the block, and knows just about everything about everywhere, with many unexpected connections. And though he frequently injects a healthy dose of cynicism and reality into his starry-eyed, idealistic companions, he sticks to his own ideals and high standards quite stubbornly. He usually masks any kindness and concern under a veneer of callous greed, however. For example, the scene where he takes Ashe's engagement ring as 'payment' for accompanying her to the Ozmone Plains – there was no way he could turn a profit on the ring, but he noticed Ashe was clinging unhealthily to the past and growing fixated on the Nethecite. He had likely hoped to remove the constant physical reminder of what she'd lost in hopes that she would fixate on the bigger picture – not the best way to go about things really, but it showed he was genuinely worried about her. Later, on the Phon Coast, he spoke more frankly on his concerns about her growing fixation on the Nethecite, reciting the cautionary tale of his own father's loss of sanity to the stones.
Balthier's complicated relationship with his father Dr. Cid has largely shaped the person he is today. The past six years of his life were spent running from the grief of losing his father to a strange bout of mad obsession with Nethecite. At the same time, Balthier takes after Cid in a number of ways – he's a man of both curiosity and reason, he's arrogant, charming, witty and cunning – the very embodiment of Archadian nobility. He has a great love of theatrics and both charcters sometimes lean a bit on the fourth wall. But most like his father, he believes people should be free to choose their own destiny- he's just not willing to destroy lives or entire countries to obtain that sort of freedom. This is not to say Balthier is a pacifist. True, he is a gentleman and violence isn't his favoured first resort, but it isn't necessarily his last either.
As a sky pirate, Balthier lives the high life, indulging only in the finest things. Though don't be fooled by the expensive clothes and immaculate hygiene; Balthier is as at home tromping through tombs, deserts, sewers and undead-infested caves as he is sitting on top the stack of treasure he's pilfered from such places. He is a man of action, after all.
Balthier is not without his flaws however. As stated above, he has an ego the size of the crater that is now Nabudis and he's extremely stubborn. More often than not it's gotten him in trouble. And... oh yes, he's an unapologetic professional criminal. He can be utterly ruthless and underhanded to his enemies, though this isn't always achieved through brute force. Trickery and humiliation can ruin a foe just as much as a bullet. He genuinely prides himself on his skill as a sky pirate and loves a good challenge – to the point that he can be a bit obvious about his thrill-seeking at times - and if he thinks it might be fun he'll gladly nick a trinket or two from your character.
Appearance: Balthier is tall, standing at around 6' and quite lean (save for his hips since Akihiko Yoshida is the most obvious ass-man ever). He is immaculately groomed, his sandy brown hair kept short and slicked back and his sideburns manicured into perfect points. He has a long forehead, and high cheekbones with a somewhat wideset mouth. His nose is long, slightly upturned at the tip and he has a sharply defined jawline.
His taste in clothes leans towards very stylish but still functional attire of a romantic rogue-ish persuasion. Cravats, waistcoats, dark leathers, laced up jerkins and the like. He also sports a number of piercings in both ears
He has good posture and there is an undeniable swagger to his gait. His movements are always swift, fluid and purposeful, and despite his ostentatious attire, there's surprisingly little flourish to anything he does. When not in motion, Balthier has a relaxed poise and can seem at home in any situation.
Abilities:
Aside from his acute case of Devil's Luck, magnetic charisma, and proficiency at alliteration, Balthier has a number of abilities that make him a much desired ally and feared enemy.
To start, Balthier is highly intelligent and retains information very well. He's an adept engineer, the Strahl being largely his own work as she barely resembles the scrapped heap she was six years ago. He's also at home with the more advanced Ivalician technologies. Growing up in the technological bastion that is Archades and son to the head of the empire's weapons research does come in handy on that front.
He's also an accomplished criminal. The first meeting with Balthier is in the treasure room of the royal palace in Rabanastre, as he was there for the Goddess's Magicite. Whenever the plans require break-ins or escapes, Balthier is usually the first in line with ideas. He probably has the skillsets that come with his brand of thievery such as lockpicking, sleight of hand, pickpocketing, etc.
He has no canonical magical abilities (because builds and skills are all player chosen), though the manga shows he's adept at some skills in Arcane Magicks. His base stats also lend him well to swordsmanship (which makes sense, considering he was a judge before becoming a sky pirate), but he is more iconicly shown wielding firearms
http://flybyshooting.dreamwidth.org/264.html#cutid1 - Here is a list of his abilities I used in game.
Inventory:
http://flybyshooting.dreamwidth.org/264.html#cutid1 - Here
Soul Gem:
http://i.imgur.com/NaNs1Z6.jpg - Aquamarine soul gem and eight small diamonds in a tungsten setting inlaid with blue opal. Because Balthier is allergic to subtlety.
Writing Samples:
Third Person:
http://tushanshu-ooc.dreamwidth.org/428783.html?thread=17919727#cmt17919727 - Thread with Gabranth
http://tushanshu-ooc.dreamwidth.org/428783.html?thread=17787119#cmt17787119 -Thread with Elizabeth Comstock
Network:
I wish I could say nothing surprises me anymore, but waking up in another reality entirely will certainly do the trick. Not that I'm complaining, mind. Bold new horizons and all that.
Still, I have a very important question – the most important one to ask when coming to a new place, in fact.
Where do you find the best place to get a drink?