Welcome to Adventu, your final fantasy rp haven. adventu focuses on both canon and original characters from different worlds and timelines that have all been pulled to the world of zephon: a familiar final fantasy-styled land where all adventurers will fight, explore, and make new personal connections.
at adventu, we believe that colorful story and plots far outweigh the need for a battle system. rp should be about the writing, the fun, and the creativity. you will see that the only system on our site is the encouragement to create amazing adventures with other members. welcome to adventu... how will you arrive?
year 5, quarter 3
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Post by Aria Diotisalvi on Sept 29, 2024 20:41:40 GMT -6
tbd
Aria paused in her walk, catching her breath as she turned her eyes to the vast sky beyond.
The mountain pass between the haunting forest and the next land over was quite impressive and had been very difficult to scale. There was no city on the other side, or so she had been warned – nothing but a forgotten land filled with dangers and mystery. The mage had considered whether proceeding to such an area would be wise or not, but at the heart of her decision was her friends. Her fellow adventurers … if they found a city, they certainly wouldn’t remain there long. No, each of them had a just heart that yearned for more than a simple life such as that.
The fire crystal had not called to her since she awoke in this strange land. As she rested for a moment, Aria pulled the crystal from one of her pouches, holding the rock close. It glowed gently, like a sunset in the palm of her gloved hand, but it gave her no direction, no advice, no pull of magic. It was just that for the moment – a silent crystal. She sighed wearily, pocketing the fragment that had once given her such guidance, that had led her to her friends to begin with.
Before her, the land was vast and wild. The mountainside was filled with trees, and animals of all sorts and sizes – some familiar and some less so. For the most part, the journey had been quiet and uneventful, unlike her awakening in this land. The natural landscape was beautiful and peaceful … enough to lull one into a false sense of security. However, it was hard to focus on such a thing with loneliness tugging strongly at her heart.
Was it unwise for her, Aria wondered, to go traveling alone in such a strange land? She was not much of a combatant, but could do enough to get by. Would it have been more advantageous to go to a city and help those she could? Probably so. But the idea of not searching for her friends … it broke her.
Aria continued onward, staff at her side as she walked, when she heard the rattle of armor approaching. Confused, as it had been quite some time since she heard any such noise, she placed herself behind a tree (absolutely forgetting that her hat would still be visible) to get a peek at what was coming by. By the sound of it, whatever it was was fast approaching.
What she did not expect to see was a skeleton run by as fast as its bones would carry it. She blinked a few times, perplexed, when something else went running by as well, kicking up dirt and dust as it went.
What … even was that?
Confused, the mage stepped back out onto the path, trying to see if she could make heads or tails of the imprints left behind. Her red eyes focused, she didn’t even register the next sound of too-fast footsteps approaching.
Post by Aria Diotisalvi on Sept 29, 2024 15:27:32 GMT -6
tbd
Everything was in darkness.
Blearily, she realized … it shouldn’t have been so. It was so difficult to bring forth her last memory, but she knew, knew that it had been light that flooded her senses, not dark. What was the last thing that happened? Chaos … was defeated. The more the memory came into focus, the stronger her heart pounded in her chest. She remembered the cries of Chaos as he fell, she remembered turning to her friends in unexpected elation, so happy that tears threatened to spill over – the cycle broken at last. There had been a surge of light and then …
Nothing.
Aria came to slowly, eyes fluttering open as the feeling came back to her limbs slowly. She hissed out a breath, closing her eyes as quickly as she had opened them, disoriented. Her body ached, not in pain, but as if she had been running non-stop, exhaustion tugging at every edge. Her fingers twitched, staff safely in her grip. The mage took a moment to steady her breathing, focusing on different things around her in order to bring down the fast beat of her heart. The comfortable weight of her staff against her fingertips, a soft wind against her cheek, the occasional rustle of a leaf.
Finally, she took the chance to open her eyes once more. The world around her was dim, but not completely darkened. The ground she was sitting on was mostly dirt, with the occasional stone and patch of sad, wilted grass. The trees she saw were mostly without leaves, those remaining dried and ready to fall at a moment’s notice. Their branches were twisted and gnarled, more so than any tree she had seen before. Aria glanced down at herself finally, noting she was none the worse for wear, her robes in order and seemingly unharmed. There was a solid, cold weight at her back – just one of the trees.
She brought a gloved hand to her head, leaning into it for a moment as she slowly glanced around. Where … is everyone? the mage wondered, softly chewing at her bottom lip in concern. Nothing in sight was familiar. Curious and concerned, Aria got to her feet slowly, using the tree behind her for balance as she dared to look around a bit further. She saw no sword, no armor, no fellow mage’s robes. And the air was so still, so quiet … hardly a sound on the wind. A familiar, icy feeling was trying to settle in her bones – fear. Aria swallowed a lump in her throat, daring to call out into the woods.
“Setro…?” She tested the familiar name, looking around as she took hesitant steps forward into the unknown, “L-Laurelin..?”
No answer came from the empty world before her. Aria continued onward, her boots barely making a sound among the bare trees, her gaze darting about as she searched for her friends. The more she moved, the more the air around her seemed to become oppressive. The white mage was well practiced at sensing magic, and the atmosphere of this unknown place was intensely dense with such. It was practically choking, like attempting to breathe through water. She clutched her staff closer, still disoriented in heart and mind, confused and exhausted. Slowly, that terrible, cold feeling seeped deeper.
I’m alone.
Alone. How long had it been since she had truly been alone? Aria had stayed close to her companions during their long journey, and loathe as she was to admit it, she had grown stronger because of it. She flourished around others, her purpose was helping people … Suddenly being in a place completely devoid of those she cared for was startling.
“Anyone…?”
“Alone.”
Aria whipped around, red eyes wide as the remnant of the word left her mind.
That was not her voice, but she’d heard it in her mind so clearly.
“She’s all alone.”
The mage stopped, feeling the adrenaline of panic beginning to rush through her veins. There was nothing around her – just stones and dirt and the remains of a courtyard – but she could hear the voices. Otherworldly and strong. Aria attempted to collect her wits, but before she could even grasp such a thing, the fragile wisps fell through her fingers as a dark being appeared before her suddenly. The ghost made a horrific noise, and another such noise suddenly rang from behind her as well. Caught off guard, Aria screamed, eyes wide as she pathetically thrust her staff before her.
It did nothing to the spirit, but it gave her enough courage to run. And run she did, boots clicking against stone as terror invaded her every sense, drowning out reason and logic. As she ran through the courtyard, passing crumbled headstones, the rush of water became suddenly clear. Aria stopped at the edge of the water, her head whipping to find the next possible escape route, but finding she was cut off in nearly all directions. She ran toward the base of the waterfall, her back to the stone, the dark spirits drawing ever closer.
“No one to protect her.” “All alone, defenseless.” “No friends now.”
Aria slid down the stone, landing on her bottom as she screamed, shaking her head as she held her staff close. Trying to hit them hadn’t worked, and why would it? Instinct screamed to her that she knew what to do to defeat them, but terror had gripped her so tightly as the ghosts drew closer, their mocking words louder and louder in her ears. If her friends were there … powerful black magic, strong fists, a triumphant sword--
An unfamiliar voice broke through the horrible words that deafened her. Aria toward the sound, her red eyes panicked and terrified, as a man approached. He was more tanned skin and muscle than anything, his large sword raised as he threatened the spirits. She remained frozen, hands gripping her staff so hard she feared it would splinter. The spirits regarded the interloper for a moment, as if deciding what to do next.
Suddenly, the cackling of the spirits roared louder than the waterfall as they vanished from sight – leaving the two humans in a, certainly temporary, peace.
Aria’s hands trembled as she fought to catch her breath, hanging her head as she tried to collect herself before acknowledging the man that approached, quietly muttering as shame sunk in, “Th–thank you.”
Post by Aria Diotisalvi on Aug 24, 2024 12:33:43 GMT -6
first middle last
"You want healing? Then pay up; white magic isn’t a charity."
I. BASICS
FULL NAME:: Aria Diotisalvi NICKNAMES:: Probably some unsavory ones she best not know about TITLES: White Wizard, White Mage of Light, Healer of the Cornelian Church GENDER:: Female AGE:: 32 ORIENTATION:: Heterosexual GAME OF ORIGIN:: Final Fantasy I ALIGNMENT:: Heroic EQUIPMENT:: Wielding the Rune Staff – obtained after Tiamat’s defeat. The Zephyr Cape. A large Wizard’s Hat. And of course, a White and Blue accented robe. The Fire Crystal remains with her at all times, safely tucked away.
HEIGHT:: 5’7” HAIR/EYES/SKIN:: Silvery-white hair, red eyes, fair skinned DISTINGUISHING MARKS:: Have you seen the hat. Otherwise, none that you can see.
II. PERSONA
From a distance, Aria gives off a vibe of being unfriendly and unapproachable. She is typically frowning, though unconsciously as she says – that’s just my face, and she is fairly quiet during an initial meeting. She typically lets others do the talking first, opting instead to understand a situation before putting forth her opinion or attempting to take charge.
With strangers, or those she is meeting for the first time, Aria seems more silent and calculating. She is unafraid to speak up when necessary but comes off quite stand-offish, like she doesn’t care for the person she is talking to. She seems to naturally distrust those she doesn’t know. But, the longer the conversation flows, the more her true personality begins to come out – provided something hasn’t set her off at the get-go.
With those she knows well, Aria is fairly hot-headed and strong-willed. She is constantly admonishing her friends when they hurt themselves unnecessarily, playing dramatic that they make her work too hard and threatening to charge them for her healing services. She is unafraid to push around those she knows well, forcing them to do what is good for themselves, such as rest or eat a decent meal. She claims that she simply doesn’t want to have to work as hard later, but for those who know her, it’s easy enough to see through the veil that she’s simply doing such things because she cares.
Easily flustered, Aria sometimes puts herself in a position of unwilling hilarity. Blushing at even the barest mention of something embarrassing, or fussing with her companions when they misunderstand and tease her, she consistently finds herself flailing her arms about and trying to come out on top in a situation; which leads to yet more embarrassment on her own part. Her false confidence easily lands her in these positions often, believing she can tease someone without fear of retribution and then finding herself on the other end of it quite quickly. This often happens with those she is closest to; those she doesn’t have to hide her heart from.
Despite her claims to dislike people, Aria very obviously cares for the well-being of others; strangers included. She can’t ignore pain and suffering, as much as she may try to. She is always calm under pressure, calmly yet strongly giving orders to others when it comes to taking care of people. Aria has no qualms with singling out others to help in an emergency with her training as a healer, having been called in to help with injured knights after a fierce battle before. Keeping all the stress of such situations takes its toll, however, and it’s not uncommon to find her cursing, smoking, crying, or a combination of the three when the danger has passed.
Aria has strong convictions that can be difficult to navigate around. She is wary of churches now after the negative experience with her own; believing that those in power should do all they can to care for their citizens. She can be rather negative regarding organized religion and governments, having lived some years of her adult life in the slums to care for the poor with no help. As such, she is somewhat disillusioned with the world around her, and if someone who is obviously not destitute comes to ask for her healing power, she will charge them a fee, claiming she is no charity. This can obviously make Aria much less popular with strangers, and she tends to get into trouble attempting to charge people for her work, gambling, or attempting to score items or rooms for free. These bad habits stemmed from her years living amongst the destitute, where she spent everything she earned to help care for those around her – but can make her unpopular for obvious reasons.
Aria has a constant false bravado about her; built brick by brick from years of protecting herself from hurt. Being able to shrug off anything that the world threw at her was a necessity, but one that came with a hefty price. Putting up a wall of indifference and confidence allowed insecurity to bloom below the surface, and Aria constantly fights a battle of believing she truly deserves to be in the position assigned to her by the crystal. Her companions, in her own eyes, almost seem born for their respective roles, while she went against the church of Cornelia and was excommunicated and left to live in the lowest rung of society. She is not jealous of her friends – in fact, she is very proud of them and happy to be a part of their lives. It’s her own part in this story she is constantly unsure of. A Warrior of Light seems like such an unattainable title, especially to one so disillusioned by life.
Underneath all her flaws, her indifference, and her bravado lies a strong and tender heart. Despite trying to smother it for several years, Aria’s love for her fellow people beat harder and stronger than she ever thought that it did. She loves her friends with an unrivaled passion, and tenderly cares for the sick, the old, the dying. Try as she might to turn a blind eye to the world in suffering, she never truly could. Casting off the hurt she endured at the hands of others, Aria finally began to embrace who she truly was on her adventure with her fellow Warriors of Light. Strong, confident, and passionate – there is no heart in the world to rival her own.
III. BACKGROUND
Aria was raised in a prominent church in Cornelia, where she learned not only the art of white magic, but how to properly care for people suffering various wounds, maladies, and the discomforts that come with age.
For wounds that can be fixed quickly, she always has her staff by her side with which to channel powerful magic. Aria can do basic healing without the staff to channel her power through – more shallow cuts and gashes, bumps and scrapes, etc. However for more serious injuries, such as mending broken bones, large and deep cuts and slices all the way to disembowelments and loss of limbs, she needs her staff to be able to correct these. The longer the injury persists, the more difficult it is to fix. This is why she is able to revive the fallen quickly – provided they passed of something unexpected that can be mended – but is unable to bring those who passed naturally or who couldn’t get treatment in time back to life.
Aria has a vast knowledge of herbs and plants in the field that can be used as medicines, as well as knowing how to properly bandage injuries, splint broken bones, etc. She has spent many years helping those who can no longer help themselves in their most basic of activities, creating pain-relieving tonics and medications for them. Despite her soft and girlish appearance, her hands are calloused from her constant work with a mortar and pestle, and her body strong from carefully lifting others and helping them move about for treatment.
In her help of others, Aria has learned some extremely basic black magic. She can use the power of fire to cauterize wounds and the power of ice to create ice packs or to use as basic cryotherapy. However, she cannot cast these as effective spells, limited only to very basic power at her fingertips.
In battle, she is calm and responds to commands quickly, typically casting support magic for her allies more quickly than they can ask for it. However, as Aria is always more focused on her comrades and keeping them safe and healthy, she tends to lose sight of the enemy. Having become a white wizard she does have the ability to protect herself by casting powerful magic, but she can still be easily overcome in a fight against several powerful opponents.
As a white wizard, Aria has a large host of abilities available to her. From defensive buffs for her party, she can also cast debuffs to enemies – such as silence, fear, and dispel. She is able to heal all of her allies at once, and restore them from unconsciousness at full health. She is also able to remove all debuffs from the party and cast resistances to nearly all other magic. She will always be on the back line of the party, in order to have protection from enemy attacks.
IV. HISTORY
Even in the land of Cornelia, it was not uncommon for unwanted children to be abandoned at the Church.
That was the beginning of Aria’s story. No parents in sight, no one to claim her; naught but an infant left on the stairs of Cornelia’s largest and most prestigious Church, crying in the darkness until a priest came upon her tiny body. There, within the mighty confines of its stone walls, she was raised as any proper young girl should be. Obviously unwanted, but brought up to serve the Church, the city, and its people. She was often found looking after the other orphans, guiding them in their chores, and keeping them close when they dared to wander. She sought to keep them all close – even those that tended to be more outcasts than others. As they grew, however, that makeshift family naturally fractured as the children who didn’t remain to work for the church were eventually put to work elsewhere as they became adults.
From a young age, Aria showed promise for learning white magic – her heart pure with the intent to help the sick and injured. Due to this, she was quickly taken in for training amongst the white mage Priestesses of the church. It was a wonderful and noble calling, and one she took to as if she had been born for that very purpose. Aria became a prominent healer as she grew older, often taking care of everyone from travelers to royal knights as they stopped by the church to have their wounds mended. It was during this time of her life that Aria re-established a bond with one of the boys she knew from their younger days at the church, who had left to become a knight. She tended to his wounds often, chastising him for visiting her so many times, insisting that he could come by when he was healthy or suggesting other activities for him that wouldn’t involve him getting hurt.
Aria was given the opportunity to go out into the world and do some missionary work for the Church as a white mage, and she looked forward to the opportunity. However, the work involved visiting small villages outside the powerful protection of the Kingdom, where the people were clearly suffering. No matter how much she tried to assist the people, there was only so much that could be done with the few resources on hand. Distraught, Aria and the others did all they could for the villagers, repeating similar sad stories as they ventured along. Upon her return to Cornelia, for the first time, Aria realized the same suffering existed within the Kingdom’s own walls as well. In the slums people were suffering; unable to afford the resources they needed to care for themselves adequately.
The young woman found herself begging at the feet of the Priests of the Church. She begged for them to spare more to help those in need. Pleaded with them to turn their attention away from the favor of royals, and more toward the people. Aria was met with resistance, and eventually, she was cast out of the Church after her pleading turned to insults and sharp tongued truths. Excommunicated, without a family or support network, the white mage turned to those she had stood up for, and headed for a life in the city’s slums.
Surrounded by the poor, the disabled, the sick and the dying, Aria’s life became much more harsh than it had been once before. She stuck to her word, using all of the resources at her own meager disposal to support those in need for many years. Having learned to make medicines from the Church, she was able to alleviate chronic pains. She could heal the sudden wounds sustained by those who worked too harsh of jobs for little pay. She could hold the hands of the sick and dying, and ease their suffering. As time went on, Aria found herself more akin to an Undertaker than a white mage – unable to stop any of the reasons that people ended up in these positions in their lives to begin with, only able to ease their wounds once they were there and give them some dignity in death.
There were some that still sought out her abilities as a white mage. Those that knew Aria well from her time in the church would inevitably track her down, requesting her services. Taking it as an unexpected opportunity, the white mage began charging those who had the means to pay for her skills with white magic and medicinal making. It was … uncouth, as white mages were supposed to be benevolent healers, but as she had a lot of suffering people around her, Aria knew she would need to pull in some income in order to keep her own head above the proverbial water, let alone those she was trying to help. Even the knight that once visited her so often at the church found her once more, and didn’t admonish her for her sudden change in tactics.
For many years, this was the life that Aria lived. She lived by the barest means, kept little to herself, and gave all that she could to the community around her. It hardened her soul, changing her from the optimistic and wholesome youth to a pessimistic and weary young woman, consistently stressed and often angry at society. She unknowingly put up layers between her past and her present to protect herself, pushing everyone from her past at arms length as she focused on nothing but those around her who needed her. She was willing to spend the rest of her life this way, helping those who needed her most, to spite the Church that had betrayed her.
However, life had a funny way of changing things. Aria headed to the woods one morning to collect some of the necessary herbs she often required, on a familiar path to a secluded area where she was never disturbed. While there to harvest what she needed from the secret garden, she noticed one of the plants was ready to bloom. As she brushed a hand over it, the plant slowly opened, revealing a strange crystal at the heart of the flower.
A crystal that called to her, dark and dull as it was, as soon as her fingers danced across its surface.
The crystal itself was perplexing. It held no real power that she could see; dull and lifeless. However, it seemed to beckon Aria insistently whenever she dared try and put it away. For whatever reason, she felt compelled to hang onto it either way – placing it in a pouch alongside her traveling medical supplies.
Then, the day came where the crystal’s call became unbearable – unable to be ignored. Aria, like a woman possessed, followed an unknown path that led her to the heart of Cornelia, where three others with crystals awaited.
It was then, as darkness shrouded their world, that she recalled something once forgotten. Something that had once been nothing but a story in a dusty tome, locked away in the chapel. When darkness veils the world, four Warriors of Light shall come.
Aria followed the motions of the others, who all seemed much more fit for the part than she. Proper warriors and mages, not … A woman who’d turned her back on the Holy Temple and lived a life in the slums. Together, they approached the King of Cornelia, who insisted that they rescue his daughter, Princess Sarah, from the rogue knight Garland who had kidnapped her. If they were successful, he would have the bridge to the north rebuilt so they could continue their journey.
And so, the journey of the Warriors of Light began. Though doubt lingered in her heart, Aria persevered, providing aid to her teammates as they all took on Garland at the Chaos Shrine. Garland was no match for their teamwork and was dispatched, and the Warriors of Light were able to quickly escort her back to the castle in Cornelia. The King then recited the entire prophecy to them, urging them to restore the light to the crystals. Before they could depart, Princess Sarah gifted them her lute.
With the bridge rebuilt, the group journeyed on. Pravoka was their next destination, but the warriors found it overrun with pirates. Their captain, Bikke, had them attacked in the streets, but the warriors were easily able to best him and his crew. Bikke promises to change, giving them his ship in recompense. Now able to travel on the seas, the group next goes to Elfheim. There, they find that the prince has been cursed by Astos, King of the Dark Elves. They then travel to the western castle, finding it in ruin, where the King tells them that he too was tricked by Astos. If the warriors could help him reclaim his crown from the Marsh Cave, he could then restore his kingdom to its former glory.
However, upon giving the crown to the King, it is revealed that he was actually Astos in disguise. With the crown and crystal eye in his possession, he would be able to become the true Elf King. Defeating Astos, they take the glass eye he possessed to Matoya, the witch who couldn’t see without it, and she in turn gives them the Jolt Tonic, that would help the Elven Prince. With the prince finally free of his five year slumber, he grants the warriors the mystic key – able to unlock any door that would stop their journey.
Next came Melmond, a sad town that had been attacked and practically destroyed by vampires. They proceed to the Cavern of Earth, where they find the vampire responsible for the attack on Melmond. Defeating the vampire allows them to continue their journey, obtaining the earth rod, and leading them to fight Lich. The battle is hard wrought, but defeating the beast brings the Earth Crystal back to its former glory, alight with life once more.
It's at the Crescent Village that the Warriors learn from the circle of Sages that the four crystal elements are being blocked by the corresponding Four Fiends, and that they would need to travel to each’s pedestal to defeat the fiends and bring light back to the crystals. There, the group is given a canoe that allows them passage to Mt. Gulg and to their next target – the fiend of Fire. Deep inside the volcano, they are attacked by Maralith, who falls to the Warriors of Light as well after a mighty battle. With Maralith’s defeat, the fire crystal comes back to life.
After obtaining the airship from the dunes, the Warriors travel to a cave in the north and meet Bahamut, the Dragon King. Bahamut will grant power to those who prove true valor and bravery, which leads the group to the Cloister of Trials. Fighting their way through the trials, the group is presented with … a rat’s tail, which in retrospect, is very funny. But, presenting the tail to Bahamut proves their courage to him, and the King of Dragons bestows upon them a great power – elevating them to their next levels.
Next, the group travels to the sunken shrine (after freeing a fairy that gives them the ability to breathe underwater), and there they find the Rosetta Stone – drawing out the Kraken, Fiend of Water. He too is cut down, restoring power and light to the Water Crystal. The Warriors of Light then proceed to Lufenia, but are unable to understand the language the people there speak. However, Unne (a doctor the group met once before) is able to use the Rosetta Stone to decipher their language. Able to understand one another, the Lufenians grant the party a chime, which allows them access to the Mirage tower. A portal within leads them to the Flying Fortress. In the fortress, the group is able to see mist from each crystal converging on a single point – the Chaos Shrine. They then engage Tiamat, the Fiend of Wind, defeating him as well and restoring light to the Wind Crystal.
With the four fiends vanquished and the crystals restored, the group travels back to the circle of Sages. It is there that they learn the true source of evil lies within the Chaos Shrine, and that the world is trapped in a time loop. They must travel back to the Chaos Shrine and go back in time 2000 years, to finally put an end to the darkness plaguing the world.
Within the Chaos Shrine, the Warriors present their crystals at the altar where they had once rescued Princess Sarah – opening a portal into the past. They travel back 2000 years, and after playing the lute given to them by Princess Sarah, they’re able to open a secret passage that leads deep within the shrine itself. Traveling the maze of the shrine, they are forced to fight the Four Fiends once more, in their former glory. Defeating them, the battle weary warriors continue onward – finding Garland at the heart of the shrine. Garland explains that, after his defeat, the Four Fiends were able to send him back in time and once there, he sent them into the future and allowed them to create a time loop; allowing him to live forever. Garland then takes on the form of Chaos, and challenges the warriors to a final battle.
Upon the defeat of Chaos, light was restored to the world and the time loop forever broken. Aria celebrated the win with her companions, her now close friends, elated in earnest to finally have saved their world. However, their celebration was short lived, as a strange force took hold of the warriors, whisking them away to parts unknown.
Aria awoke later, in an unknown place, alone for the first time in a long time – with nothing but the raging glow of the fire crystal to keep her company.
V. AUTHOR
PLAYER ALIAS:: Lala OTHER CHARACTERS:: Ignis Scientia, Angeal Hewley, Auron ROLE-PLAYING EXPERIENCE:: 20+ years HOW YOU FOUND US:: I AM us. NOTES FOR CONSIDERATION:: If you can believe it, this is my first OC and first female character here xD Somehow. ROLE-PLAY SAMPLE:: I am so hilariously exempt from this.