Tu Shanshu app
Aug. 4th, 2013 01:22 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Player Information:
Name: Raina
Age: 24
Contact:
hypothetical
Game Cast: Mako (LOK), Ellie (TLOU)
Character Information:
Name: Balthier-- Ffamran Mid Bunansa
Canon: Final Fantasy XII
Canon Point: Post game
Age: 21
Reference: FF12 Wiki
Setting:
Story
The story begins in the land of Ivalice, and is a tale of two empires, Rozarria and Archadia, and the small countries caught between them, Dalmasca and Nabradia. The Archadian Empire began their movement towards Rozarria by conquering the kingdom of Nabradia. What starts as a tale of simple dominance turns towards the political, when the king of Dalmasca is killed by a former captain of his own army, Basch fon Ronsenberg, before he can sign the terms of surrender for his kingdom, and his heir, Ashelia B’Nargin Dalmasca, apparently commits suicide out of grief for her kingdom and her family.
Balthier is just a simple skypirate, however. He comes and goes as he pleases aboard his airship, the Strahl, with his partner, Fran. The goings on of Arcadia mean little to him. It isn’t until he attempts to steal the famed treasure of Dalmasca that he finds himself pulled into the Dalmascan Resistance’s struggle. Forced to escape through the sewers with the orphan that beat him to the prize, Balthier, Fran, and said orphan, Vaan, are captured, along with a woman who is a leader of the Resistance.
They are taken to the prison, Nalbina, and forced to hasten their escape when headhunters, looking to claim the bounty on Balthier’s and Fran’s head, begin scouring the prisons. Forced deeper into the prison, they find the disgraced Captain. Basch swears he is innocent, and Balthier, feeling generous and more than a little convinced they’ll need the extra sword, decides to take him along in their escape in the Barheim Passage under the fortress.
Back in the capital city of Dalmasca, Rabanastre, Balthier and Fran are once again pulled along for the ride, when Balthier discovers that Vaan’s friend, Penelo, has been kidnapped as a ransom by the very bounty hunters they had just narrowly escaped. They fly to save her, and meet a young child with a keen interest in nethecite, a powerful stone that collects the Mist, which make magicks possible in Ivalice.
However, upon the rescue of Penelo, the young child is revealed to be one of the princes’ of Archadia, Larsa Solidor, and Balthier’s own, personal interest is piqued, by his mention of Draklor Laboratories. See, Balthier’s past is very intertwined with the nethecite, and the research there. His father, Doctor Cidolfus Demen Bunansa is the lead researcher there. And Balthier has spent two years running from the grotesque changes in his father’s priorities.
His real name is Ffamran Mid Bunansa, and he was once a judge, the equivalent of a general, in the Archadian army. His father had befriended a rogue Occuria, the gods of the world of Ivalice, named Venat. Venat gave Dr. Cid the knowledge he needed to create his own nethicite, freeing Archadia from the figurative grasp of the other Occuria. The treasure that Vaan had stolen was a piece of deifacted nethecite, which had been given to Dalmasca’s ancestors by the Occuria to ascertain their power.
Dr. Cid, Venat, and Vayne Solidor, the heir and then emperor of the Archadian Empire, supported the idea of not being beholden to the trinkets of the Occuria, but rather to create their own destiny. However, because of their advanced knowledge on the manufacture of nethecite, it would have tilted the balance of power firmly in Archadia’s favor.
Balthier felt that his father had been corrupted by the whisperings of Venat, especially as their plot came to light, first by seeing the possession of Fran’s sister, Mjrn, and then of Judge Bergan, from the Mist created by the manufacted nethecite. And, though he wanted to pretend he didn’t care, he didn’t want to see the endless war that Vayne Solidor was pushing come to pass.
His father was killed in the Mist released by the destruction of the deifacted nethecite, and they were able to slay Vayne Solidor aboard the Archadian Emperial Flagship, the Bahamut. However, the battle destroyed the Bahamut’s ability to fly, and the ship would soon crash into the city of Rabanastre destroying it.
Balthier and Fran sneak back onto the Bahamut, as Ashe, the female Resistance leader, and Larsa negotiate peace without Vayne to stop them. Balthier interjects, revealing his plans only once a judge insists on ramming the Bahamut with his ship. Balthier, ever the charmer, asks, “Will someone stop that fool judge?” over the communicators. After all, he was still working to fix the Bahamut’s flying capability to steer it away from Rabanastre.
He succeeds, but the Bahamut crashes soon after, leaving everyone to believe he and Fran are dead.
Ivalice
As mentioned before, in Ivalice, there are four primary countries: the empires of Archadia in the East, Rozarria in the West, and Dalmasca and Nabradia between them.
Dalmasca and Nabradia are closely related, with similar cultures inclined towards peace. They’re both parts of the former empire united under the Dynast King Raithwall. Their cultures, therefore, are more closely tied to the old ways, and there is not as much in the way of technological advances, with Dalmasca’s largest city being Rabanastre, and Nabradia being basically nonexistent after an explosion caused by Archadian experimentation with the Midlight shard.
Rozarria and Archadia are both mighty, technological empires. The city of Archades, Archadia’s capitol, seems reminiscent of New York. There are tall skyscrapers throughout the city, with technology far enough advanced for family sized airships, or air cars.
Archadia’s government is also rather strange, as its Emperor is an elected official, rather than appointed by genetics. Yes, the Emperor tends to come from house Solidor, but they are beholden and balanced with Archadia’s powerful Senate. There are two minds on who the judges are loyal to—Balthier implies that they are loyal to house Solidor. However, the official word from the judges is that they are loyal to the laws of Archadia.
Interestingly, every location has its own accent. Dalmasca and Nabradia are similar to a Standard American accent, Archadia speaks with a British accent, and Rozarria speaks with a Russian accent.
Various Races
In Ivalice, there are many different kinds of people. What we would consider humans are called humes. There are also the banga’a (lizard-like creatures), the seeq (pig-like creatures), the gariff (antelope like creatures), moogles, and the viera (rabbit like creatures).
The banga’a, moogles, and the seeq live most often in tandem with the humes, and as such, their personalities and interests vary widely, dependent on the culture they come from.
The gariff, however, live in one community, and are focused heavily on magicite (or nethecite) lore, as well as strength. They often express surprise at seeing a strong hume, as they consider them smaller and not nearly as focused on strength.
The viera are also mainly isolated within the Wood, located in the Golmore Jungle. Their laws forbid contact with the outside world, though there are viera who break this law. Once they leave, they are considered cast out forever, and are unwelcome should they try to return. The viera pride themselves on tranquility and isolation. It is strange to see them speak quickly or without thought. Also, male and female viera do not live together.
Mist
Magicks are powered by the Mist. They range from your typical cure spell, all the way across the elements, and across a wide variety of status effects. However, the Mist can be dangerous, depending on the type of Mist. Hot Mist released from the manufacted and deifacted nethicite drives Fran, Balthier’s viera partner, and her sister Mjrn into crazed frenzies in the course of the game.
Mist also powers complex abilities known as quickenings, discussed in the abilities section of the app. But they are elementless, powerful attacks that can be chained for more damage. Depending on how many are chained, and the level of the quickening (there are three levels), a concurrence may be triggered. Concurrences can have elemental attributes, and will attack all enemies within range. These are an eruption of Mist from overhead.
The Mist also prevents airships from traversing certain areas, otherwise known as ‘in jagd.’
Personality: The leading man, that's what Balthier considers himself. He carries himself with the sort of arrogance of someone who's rather untouchable, who has no time for anyone except his viera partner, Fran. In truth, Balthier does view himself as above the petty troubles that plague the world of Ivalice, though he's far from ignorant of them. In fact, Balthier has extensive knowledge that his peers do not. Knowledge is power, and knowledge is a very valuable resource, something that has been ingrained into Balthier's very existence from his upbringing.
The truth is, he doesn't want to be on the level of others, because he's ultimately afraid of being let down again, after watching his father slowly go mad over a period of years, some of which he spent running away. It's far easier for Balthier to ignore the very existence of his problems, of his heritage and upbringing, than to face the truth of what he must do. Despite his daring acts in the face of danger, Balthier is, at heart, a coward, who hides this by claiming no loyalty except to himself.
The one thing that he truly holds dear to his heart is his friend and partner, Fran. She's the only person Balthier would let himself rely on in a grave situation without a second thought. As time goes on, Balthier is forced to accept and rely on others, having been pulled in by the tides of the very problems he was trying to avoid. It's at this point, Balthier accepts and understands that he isn't above the problems set forth in the world, and is truly able to grow past his past. However, that's not to say the man who was constantly running doesn't reflect Balthier.
He values freedom above all else, and the only place he feels he can find that freedom is in the skies, aboard the Strahl while he and his copilot navigate another adrenaline-pumping chase from the bounty hunters and the laws of the respective country's airspace. It's in the thrill of discovering another hidden treasure, and taking it for himself, and that adventure later turns a profit when he sells said treasure on the black market.
Balthier is dashing and enigmatic, hiding his true feelings behind sarcastic or flippant remarks towards his comrades. He keeps his cool where others would panic and flee, deeming himself to be the leading man, even when it's apparent he isn't. He keeps close all the information he knows, not daring to reveal it unless necessary to furthering his own goals. It is he that knows where the traps and dangers lie, and it is he that the others often rely on. He enjoys this, personally, and feels that a good drink and the ability to make said sarcastic remarks are well deserved.
Upon hearing that he is trapped in a land between life and death, Balthier would greet the news with all bravado, flippant remarks, and derision. However, the truth would bother him, just underneath the surface. While he doesn't mind the manner of what he assumes would be his death, he would rathered have more time. After all, there were still treasures to steal, and he was definitely young.
Appearance:

Abilities: Balthier has the ability to use just about any weapon given to him (bow and arrow, sword, dagger, lance, spear, hammer, gun, you name it, he can probably use it), but his preferred method of attack is with a gun. He would rather be away from the fighting (lest it soil his cuffs, he has an image) than up close and personal. So he's much more adept at firing a gun at someone's face.
He also has a wide variety of magic at his disposal, from all the elementals (fire, ice, water, wind, earth, etc), to various white and green magic (cure, poison, sleep, berserk, protect). He excels at black magic compared to the other sorts, but any will work.
However, his magic is limited by how much mist is present. If there is no mist, then he can't perform magic. If there is some, his magic will be handicapped accordingly, and so on, and so forth.
This goes as well for his Quickenings (Fires of War, Tides of Fate, Element of Treachery), which are area based, non-elemental attacks, focused on his primary use of the gun. He can chain these together, creating an even more powerful attack if necessary.
He is an adept mechanic, capable of modifying complex machinery on his own, as long as he has time to tinker around with it.
Suitability: Balthier is a skypirate from a world filled with multiple species and at least several different godlike figures. Though he doesn’t have to deal with a corrupting force like Malicant, he does have to deal with the corrupting influence of power and desire for power on his father, and on what used to be his home country, Archadia. He isn’t likely to balk at organized crime, being a criminal himself, nor differing views of government, nor even different species. His partner is a different species from himself, and Ivalice has at least 7 different sentient species, and then sub-species from there. He is likely to find Asti amusing, rather than alarming.
Inventory: Ashe's ring, and his gun, as well as a few basic potions. No unlimited potions for this man!
Suite: Somewhere in the fire district, pleast.
In-Character Samples:
Third Person: Balthier glanced around the dingy bar, taking stock of the patrons there. On the one hand, there were many regulars. And he, in his dusty cloak stood out. There were your typical seedy smugglers, comfortable in their place at the bar that they hardly bothered to hide. A crooked soldier or two with his familiar place at the bar and all the drink he could stomach only completed the picture.
On the other, he certainly couldn't be choosy with his meeting places right then. Though he may have made an effort, if the stakes were higher, but for then, he knew that as long as he kept the gold flowing, the questions weren't likely to start any time soon. Just enough to buy silence, but not enough to attract unwanted attention.
Such a delicate balance. But one that he was well practiced at maintaining.
He took a drink of the mead in front of him, thinking that it certainly wasn't as strong as your usual seedy bar. But perhaps this place liked to gauge its gil in other ways, the weaker the drink, the more one must drink to have a certain enjoyable effect.
And its patrons were so used to it, they never bothered to question.
He raised his glass, drinking the last of it, and signaling for not one, but two drinks. Fran was late, she'd have to catch up to him before they found shelter for the night. Though, if he knew her well, she'd be there before the drink reached room temperature.
He did have to admit that the place had a certain level of charm, but he didn't think he'd return. He was all too aware of his place as an outsider within. Being an outsider had its perks everywhere... except within a bar.
When the bar maid returned with three drinks, though, he had to chuckle in amusement. "You think me able to drink so quickly? I'd almost be flattered, were your faith not misplaced."
Before she could answer, a familiar presence sat beside him. "Ah, Fran. Your timing is impeccable as always, I'm sure you'll be able to catch up." And two of the three drinks were pushed to her.
Network: What a wonderful excursion, I hardly remember being gone. Disconcerting though it is, perhaps I should celebrate my return to this quaint place. There are worse traps. I've yet to hear of a prison with a ready supply of wine and drink. [a pause, and then he amends that] A ready supply of wine and drink that won't end up with you or your friends poisoned or worse, I suppose.
I should assume a great deal of you are unfamiliar with my name and face, so I'll spare you the trouble of asking. The name is Balthier, and my partner Fran still seems to have quit this place. [a simple shrug that could easily be taken for vague amusement at the fact, though he isn't really all that amused.]
So, should I assume relatively little has changed? Though I see signs of chaos and mayhem, the buildings look stable, still. The alleyways to avoid look rather unchanged. It seems that despite whatever has happened, the city soldiers on. As always.
Name: Raina
Age: 24
Contact:
Game Cast: Mako (LOK), Ellie (TLOU)
Character Information:
Name: Balthier-- Ffamran Mid Bunansa
Canon: Final Fantasy XII
Canon Point: Post game
Age: 21
Reference: FF12 Wiki
Setting:
Story
The story begins in the land of Ivalice, and is a tale of two empires, Rozarria and Archadia, and the small countries caught between them, Dalmasca and Nabradia. The Archadian Empire began their movement towards Rozarria by conquering the kingdom of Nabradia. What starts as a tale of simple dominance turns towards the political, when the king of Dalmasca is killed by a former captain of his own army, Basch fon Ronsenberg, before he can sign the terms of surrender for his kingdom, and his heir, Ashelia B’Nargin Dalmasca, apparently commits suicide out of grief for her kingdom and her family.
Balthier is just a simple skypirate, however. He comes and goes as he pleases aboard his airship, the Strahl, with his partner, Fran. The goings on of Arcadia mean little to him. It isn’t until he attempts to steal the famed treasure of Dalmasca that he finds himself pulled into the Dalmascan Resistance’s struggle. Forced to escape through the sewers with the orphan that beat him to the prize, Balthier, Fran, and said orphan, Vaan, are captured, along with a woman who is a leader of the Resistance.
They are taken to the prison, Nalbina, and forced to hasten their escape when headhunters, looking to claim the bounty on Balthier’s and Fran’s head, begin scouring the prisons. Forced deeper into the prison, they find the disgraced Captain. Basch swears he is innocent, and Balthier, feeling generous and more than a little convinced they’ll need the extra sword, decides to take him along in their escape in the Barheim Passage under the fortress.
Back in the capital city of Dalmasca, Rabanastre, Balthier and Fran are once again pulled along for the ride, when Balthier discovers that Vaan’s friend, Penelo, has been kidnapped as a ransom by the very bounty hunters they had just narrowly escaped. They fly to save her, and meet a young child with a keen interest in nethecite, a powerful stone that collects the Mist, which make magicks possible in Ivalice.
However, upon the rescue of Penelo, the young child is revealed to be one of the princes’ of Archadia, Larsa Solidor, and Balthier’s own, personal interest is piqued, by his mention of Draklor Laboratories. See, Balthier’s past is very intertwined with the nethecite, and the research there. His father, Doctor Cidolfus Demen Bunansa is the lead researcher there. And Balthier has spent two years running from the grotesque changes in his father’s priorities.
His real name is Ffamran Mid Bunansa, and he was once a judge, the equivalent of a general, in the Archadian army. His father had befriended a rogue Occuria, the gods of the world of Ivalice, named Venat. Venat gave Dr. Cid the knowledge he needed to create his own nethicite, freeing Archadia from the figurative grasp of the other Occuria. The treasure that Vaan had stolen was a piece of deifacted nethecite, which had been given to Dalmasca’s ancestors by the Occuria to ascertain their power.
Dr. Cid, Venat, and Vayne Solidor, the heir and then emperor of the Archadian Empire, supported the idea of not being beholden to the trinkets of the Occuria, but rather to create their own destiny. However, because of their advanced knowledge on the manufacture of nethecite, it would have tilted the balance of power firmly in Archadia’s favor.
Balthier felt that his father had been corrupted by the whisperings of Venat, especially as their plot came to light, first by seeing the possession of Fran’s sister, Mjrn, and then of Judge Bergan, from the Mist created by the manufacted nethecite. And, though he wanted to pretend he didn’t care, he didn’t want to see the endless war that Vayne Solidor was pushing come to pass.
His father was killed in the Mist released by the destruction of the deifacted nethecite, and they were able to slay Vayne Solidor aboard the Archadian Emperial Flagship, the Bahamut. However, the battle destroyed the Bahamut’s ability to fly, and the ship would soon crash into the city of Rabanastre destroying it.
Balthier and Fran sneak back onto the Bahamut, as Ashe, the female Resistance leader, and Larsa negotiate peace without Vayne to stop them. Balthier interjects, revealing his plans only once a judge insists on ramming the Bahamut with his ship. Balthier, ever the charmer, asks, “Will someone stop that fool judge?” over the communicators. After all, he was still working to fix the Bahamut’s flying capability to steer it away from Rabanastre.
He succeeds, but the Bahamut crashes soon after, leaving everyone to believe he and Fran are dead.
Ivalice
As mentioned before, in Ivalice, there are four primary countries: the empires of Archadia in the East, Rozarria in the West, and Dalmasca and Nabradia between them.
Dalmasca and Nabradia are closely related, with similar cultures inclined towards peace. They’re both parts of the former empire united under the Dynast King Raithwall. Their cultures, therefore, are more closely tied to the old ways, and there is not as much in the way of technological advances, with Dalmasca’s largest city being Rabanastre, and Nabradia being basically nonexistent after an explosion caused by Archadian experimentation with the Midlight shard.
Rozarria and Archadia are both mighty, technological empires. The city of Archades, Archadia’s capitol, seems reminiscent of New York. There are tall skyscrapers throughout the city, with technology far enough advanced for family sized airships, or air cars.
Archadia’s government is also rather strange, as its Emperor is an elected official, rather than appointed by genetics. Yes, the Emperor tends to come from house Solidor, but they are beholden and balanced with Archadia’s powerful Senate. There are two minds on who the judges are loyal to—Balthier implies that they are loyal to house Solidor. However, the official word from the judges is that they are loyal to the laws of Archadia.
Interestingly, every location has its own accent. Dalmasca and Nabradia are similar to a Standard American accent, Archadia speaks with a British accent, and Rozarria speaks with a Russian accent.
Various Races
In Ivalice, there are many different kinds of people. What we would consider humans are called humes. There are also the banga’a (lizard-like creatures), the seeq (pig-like creatures), the gariff (antelope like creatures), moogles, and the viera (rabbit like creatures).
The banga’a, moogles, and the seeq live most often in tandem with the humes, and as such, their personalities and interests vary widely, dependent on the culture they come from.
The gariff, however, live in one community, and are focused heavily on magicite (or nethecite) lore, as well as strength. They often express surprise at seeing a strong hume, as they consider them smaller and not nearly as focused on strength.
The viera are also mainly isolated within the Wood, located in the Golmore Jungle. Their laws forbid contact with the outside world, though there are viera who break this law. Once they leave, they are considered cast out forever, and are unwelcome should they try to return. The viera pride themselves on tranquility and isolation. It is strange to see them speak quickly or without thought. Also, male and female viera do not live together.
Mist
Magicks are powered by the Mist. They range from your typical cure spell, all the way across the elements, and across a wide variety of status effects. However, the Mist can be dangerous, depending on the type of Mist. Hot Mist released from the manufacted and deifacted nethicite drives Fran, Balthier’s viera partner, and her sister Mjrn into crazed frenzies in the course of the game.
Mist also powers complex abilities known as quickenings, discussed in the abilities section of the app. But they are elementless, powerful attacks that can be chained for more damage. Depending on how many are chained, and the level of the quickening (there are three levels), a concurrence may be triggered. Concurrences can have elemental attributes, and will attack all enemies within range. These are an eruption of Mist from overhead.
The Mist also prevents airships from traversing certain areas, otherwise known as ‘in jagd.’
Personality: The leading man, that's what Balthier considers himself. He carries himself with the sort of arrogance of someone who's rather untouchable, who has no time for anyone except his viera partner, Fran. In truth, Balthier does view himself as above the petty troubles that plague the world of Ivalice, though he's far from ignorant of them. In fact, Balthier has extensive knowledge that his peers do not. Knowledge is power, and knowledge is a very valuable resource, something that has been ingrained into Balthier's very existence from his upbringing.
The truth is, he doesn't want to be on the level of others, because he's ultimately afraid of being let down again, after watching his father slowly go mad over a period of years, some of which he spent running away. It's far easier for Balthier to ignore the very existence of his problems, of his heritage and upbringing, than to face the truth of what he must do. Despite his daring acts in the face of danger, Balthier is, at heart, a coward, who hides this by claiming no loyalty except to himself.
The one thing that he truly holds dear to his heart is his friend and partner, Fran. She's the only person Balthier would let himself rely on in a grave situation without a second thought. As time goes on, Balthier is forced to accept and rely on others, having been pulled in by the tides of the very problems he was trying to avoid. It's at this point, Balthier accepts and understands that he isn't above the problems set forth in the world, and is truly able to grow past his past. However, that's not to say the man who was constantly running doesn't reflect Balthier.
He values freedom above all else, and the only place he feels he can find that freedom is in the skies, aboard the Strahl while he and his copilot navigate another adrenaline-pumping chase from the bounty hunters and the laws of the respective country's airspace. It's in the thrill of discovering another hidden treasure, and taking it for himself, and that adventure later turns a profit when he sells said treasure on the black market.
Balthier is dashing and enigmatic, hiding his true feelings behind sarcastic or flippant remarks towards his comrades. He keeps his cool where others would panic and flee, deeming himself to be the leading man, even when it's apparent he isn't. He keeps close all the information he knows, not daring to reveal it unless necessary to furthering his own goals. It is he that knows where the traps and dangers lie, and it is he that the others often rely on. He enjoys this, personally, and feels that a good drink and the ability to make said sarcastic remarks are well deserved.
Upon hearing that he is trapped in a land between life and death, Balthier would greet the news with all bravado, flippant remarks, and derision. However, the truth would bother him, just underneath the surface. While he doesn't mind the manner of what he assumes would be his death, he would rathered have more time. After all, there were still treasures to steal, and he was definitely young.
Appearance:

Abilities: Balthier has the ability to use just about any weapon given to him (bow and arrow, sword, dagger, lance, spear, hammer, gun, you name it, he can probably use it), but his preferred method of attack is with a gun. He would rather be away from the fighting (lest it soil his cuffs, he has an image) than up close and personal. So he's much more adept at firing a gun at someone's face.
He also has a wide variety of magic at his disposal, from all the elementals (fire, ice, water, wind, earth, etc), to various white and green magic (cure, poison, sleep, berserk, protect). He excels at black magic compared to the other sorts, but any will work.
However, his magic is limited by how much mist is present. If there is no mist, then he can't perform magic. If there is some, his magic will be handicapped accordingly, and so on, and so forth.
This goes as well for his Quickenings (Fires of War, Tides of Fate, Element of Treachery), which are area based, non-elemental attacks, focused on his primary use of the gun. He can chain these together, creating an even more powerful attack if necessary.
He is an adept mechanic, capable of modifying complex machinery on his own, as long as he has time to tinker around with it.
Suitability: Balthier is a skypirate from a world filled with multiple species and at least several different godlike figures. Though he doesn’t have to deal with a corrupting force like Malicant, he does have to deal with the corrupting influence of power and desire for power on his father, and on what used to be his home country, Archadia. He isn’t likely to balk at organized crime, being a criminal himself, nor differing views of government, nor even different species. His partner is a different species from himself, and Ivalice has at least 7 different sentient species, and then sub-species from there. He is likely to find Asti amusing, rather than alarming.
Inventory: Ashe's ring, and his gun, as well as a few basic potions. No unlimited potions for this man!
Suite: Somewhere in the fire district, pleast.
In-Character Samples:
Third Person: Balthier glanced around the dingy bar, taking stock of the patrons there. On the one hand, there were many regulars. And he, in his dusty cloak stood out. There were your typical seedy smugglers, comfortable in their place at the bar that they hardly bothered to hide. A crooked soldier or two with his familiar place at the bar and all the drink he could stomach only completed the picture.
On the other, he certainly couldn't be choosy with his meeting places right then. Though he may have made an effort, if the stakes were higher, but for then, he knew that as long as he kept the gold flowing, the questions weren't likely to start any time soon. Just enough to buy silence, but not enough to attract unwanted attention.
Such a delicate balance. But one that he was well practiced at maintaining.
He took a drink of the mead in front of him, thinking that it certainly wasn't as strong as your usual seedy bar. But perhaps this place liked to gauge its gil in other ways, the weaker the drink, the more one must drink to have a certain enjoyable effect.
And its patrons were so used to it, they never bothered to question.
He raised his glass, drinking the last of it, and signaling for not one, but two drinks. Fran was late, she'd have to catch up to him before they found shelter for the night. Though, if he knew her well, she'd be there before the drink reached room temperature.
He did have to admit that the place had a certain level of charm, but he didn't think he'd return. He was all too aware of his place as an outsider within. Being an outsider had its perks everywhere... except within a bar.
When the bar maid returned with three drinks, though, he had to chuckle in amusement. "You think me able to drink so quickly? I'd almost be flattered, were your faith not misplaced."
Before she could answer, a familiar presence sat beside him. "Ah, Fran. Your timing is impeccable as always, I'm sure you'll be able to catch up." And two of the three drinks were pushed to her.
Network: What a wonderful excursion, I hardly remember being gone. Disconcerting though it is, perhaps I should celebrate my return to this quaint place. There are worse traps. I've yet to hear of a prison with a ready supply of wine and drink. [a pause, and then he amends that] A ready supply of wine and drink that won't end up with you or your friends poisoned or worse, I suppose.
I should assume a great deal of you are unfamiliar with my name and face, so I'll spare you the trouble of asking. The name is Balthier, and my partner Fran still seems to have quit this place. [a simple shrug that could easily be taken for vague amusement at the fact, though he isn't really all that amused.]
So, should I assume relatively little has changed? Though I see signs of chaos and mayhem, the buildings look stable, still. The alleyways to avoid look rather unchanged. It seems that despite whatever has happened, the city soldiers on. As always.