OOC InformationName/handle: Mint (minttea)
Discord contact: minttttea
Other contact:
minttteaPronouns: she/they
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IC InformationCanon: OC WOL hybrid of Final Fantasy 14 and Kingdom Hearts Union Cross.
Character: Mint Nainyene (Warrior of Light)
Canon point: Mint is from roughly a month after 5.3. She's fully recovered, but is only halfway to when 5.4 would take place. KH3 took place roughly a month ago as well, not that thats likely to come up, unless I move her canon point at some point.
Canon intensity:FFXIV: "Fantasy RPG for teens-to-adults. The tone is occasionally dark but ultimately hopeful; there is oblique body horror and cosmic horror that is more explicit for the characters than the audience, who are getting a T-rated experience. Similarly the game acknowledges that sex exists and characters have sexual interests without ever getting anyone naked."
KHUX: Also fantasy RPG for maybe teens to adults? The tone can vary from lighthearted and Disney-like, to ultimately being a tragedy filled with a lot of murder, manipulation, gaslighting... There's probably something to be said for how there are no bodies or blood? Given that everyone just evaporates into a little heart? But. Friendship and bonds are magic, but a magic that can only nudge things out of their destined path. Destiny cannot be avoided entirely, but that does not mean it didn't matter. And so on.
World information: Roughly medieval fantasy, but also has seen a car. Operated/seen at least one computer even if they don't remember it, and it wasn't exactly a modern PC. (Probably closer to mid 90s if I'm reading the KHUX cutscenes right.) FFXIV has ancient technology scattered everywhere so AIs, robots, and holograms are all semi normal to her. Both settings are high in magic, and KHUX in particular has a prophecies motif that shapes how she sees destiny and self determination.
Character biofacts:Age: ...24? Roughly 24.
Gender: she/they NB.
Species: miqo'te. There's something off about her compared to normal miqo'te but it shouldn't matter. Flavor text, mostly.
About the character: Mint Nainyene, through a twist of fate, is the reincarnation of the player from KHUX as the Warrior of Light. She can't remember much of that past, however, as whatever means brought her to the outskirts of Cartenaeu, took her memories with them.
Despite that, her past in Daybreak Town forms much of the core of who she is.
In Daybreak Town, she was only an ordinary wielder... but one who received loss after loss. Ephemera not coming back, to the Keyblade War and all those who died there... It is no wonder that her last action in that life was to orchestrate her own death to ensure her friends lived. Skuld and Ephemera... Though she died in that tunnel, surrounded by the Darkness she trapped with her defeat, there was only one lingering regret: that she never would know for sure if they escaped. If they lived well.
While many things are lost in this transition between lives, in that moment between that brings her to Eorzea, this particular regret
lingers.Mint, an amnesiac pre-teen, is then adopted in the aftermath of the Calamity by a merchant. Its good for her, in some senses. Mint receives treatment, she's taught to write Eorzean common... But the eyes of the rich aren't kind, and Mint doesn't fit. Worse, Mint can't stand the amnesia, and learning its limits leaves her near bedridden a few times in those early years. She's alone, and instinctively, she knows that wasn't always the case. Again and again she searches for any clue to who she lost, where they could be...
Until, five years after the calamity, enough is enough and Mint leaves to become an adventurer. Things snowball, with primals to slay, and crystals to gather. Mint
likes the Scions of Seventh Dawn well enough, and its not as though Mint has much ability to say *no* to helping people. And Alphinaud... its her own biases coming through, but she trusts his decision making. Its a mistake, but Mint at this point doesn't see a teenager, let alone a somewhat sheltered one. Even if she can't conciously remember, Daybreak Town's authorities were all young. Even the Foretellers weren't that much older than she is now, at 19. Alphinaud carries himself with confidence, and Mint is willing to go along with it.
She regrets that, when all his plans fall through, and the Scions are betrayed by the Crystal Braves. Again, here, Mint is losing people. Its not actually a comfort, she finds, to remember them. Having new people to miss only makes the hole where those she forgot gape wider. She can't protect any of them, at this rate. (It doesn't particularly help her case when she fails to protect Haurchefant as well.) Still, Mint helps people. She ends the war between dragon and man, she tracks Ascians... She takes up load after load, willingly, always willingly, even happily... until she is facing down Elidibus in Zenos, carrying half a world on her back, and realizes she's losing people again. People she's really come to care about.
And she hasn't even managed to find one trace of her past. She's too
busy to find them, which hurts in a different way.
The Warrior summoned to the First is a quiet one. Fighting so hard, for so long leaves its mark. She still jokes with those she is close with, a hero's easy banter hard to lose at this point...
Ardbert is a good friend, and while its awkward at first, he's a good support as Mint explores a world so unlike her own. Everyone has changed, in time she never got to see. Its odd and unsettling. And Emet Selch is unsettling in different ways. He's familiar in a way Mint can't help but feel isn't
right. Still, though tired, Mint can't help herself. She helps. It hurts in new terrible ways, but Mint helps with one Lightwarden after another.
There's a breaking point. G'raha Tia, and she has never been good with remembering things, but she
remembers him now, pulls his betrayal and. Mint is sure that there are more pressing problems. Emet has literally shot a man. She's dying. But this betrayal is like an open wound, not because it hurt her, but because of how it felt. How it felt like she should have been in G'raha's position instead. And it burned, to see someone else try to die for her. It hurts to remember, but she can't help but remember this feeling. How terrible it is, to try to make yourself the villain so another can live.
It haunts her, as she walks into Amaurot. It leaks into dreams, as she recovers from a bitter, miserable fight against Emet Selch.
In the nights that follow, she wishes Ardbert was there. In some ways, he is.
Remembering the way she has leaves her with a hole in her heart, one that can't help but be filled. People often meet her eyes during these months, and see Ardbert's blue. Or worse, sunset hue that never belonged on mortal eyes. Thoughts leak in, and often go unchecked since they're so
close...Its not a good few months.
In a way, Elidibus's final gambit was the best possible thing for her. In an emergency, one so focused on her own lived experiences, being herself was easy. And with Hythlodaeus handing her the stone, she finally could at least put a
name to the person who had been leaking into her for these few months. Azem.
Mint can't help but hate Azem, in that moment. Why is it so easy for someone long dead to regain memories, when she herself can only barely remember a single betrayal?
Elidibus however, is worse than Azem. Not more hate-able, but. Mint can see her own conclusion in him. Someone who lost so many memories that they gave up on making new ones. Azem might not be who Mint wants to be, but they were someone cared for their friends. Who would never give up connections the way Elidibus has. So, Mint can draw a truce with Azem, with her own borrowed soul.
And
this, this reconciliation with Azem's nature finally pushes her hearts recovery over the edge.
Mint summons her Keyblade. She's
whole..
(She even summons all the hearts connected to hers and got to see her old friend's faces! Ephemer is
real..)
Anyway, naturally, despite all those roadbumps, Mint wins the day, of course. Elidibus, G'raha... Its a sad day, but its a day won, nonetheless.
After all this, Mint's memories are... better than ever! By at least some definition. Trying to force a recall no longer flattens her, anyway, but its only been a few weeks since she got the Keyblade back and removed the block. Actual memories are few and far between, leaving her with only a solid impression of a pair of best friends, and a city (town? She can't be sure) that sounds more like a fairy tale.
She has faces from abusing Azem's magic, and therefore some missing person posters on her. She drew them after seeing them in this time, not from remembering them for herself.
In general... her memories might not be hard locked, but that doesn't mean their
good now. The damage has been done, to a certain extent, and Mint still has short term memory issues, and will sometimes lose a memory before she can even register it. This usually sends her into a spiral as Mint can remember not remembering, and even the sensation of it is Not Good for her.
And while reasserting her own identity has done wonders, Ardbert and Azem's memories can still seep in at inopportune moments. Ardbert is rare, but Azem is similar enough that it can take a minute to realize that something isn't right.
Still, overall, before anything
else happened, this is the best state Mint has been in mentally in a long time. Recovering her memories and happiness were reachable goals for the first time in years, even if she wasn't there yet
And then. Uh. Boat.
Abilities:Magic. Technically trained as a black mage, so many of her spells suit the description of blm spells, but the core of her casting is closer to KH-style. Mostly relevant in a magic recharge sense, but also overall power and variety. KHUX player has access to a very wide range of spells by the endgame, and while Mint prefers ice and fire by training, when pressed she can use other. Healing magic is a calm setting only thing, however, outside of very small cures (see FFXIV dancer's curing waltz for scale).
Keyblade. Currently doesn't know how to transform it, but is, technically, possible for her to learn if motivated/knew it was
In general, when it comes to her physical abilities, she seems average, like a classic glass cannon, but she operates on Kingdom Hearts physics and therefore jump 10 feet in the air. In general, her physical abilities are better than you'd expect... outside of bad aim when throwing actual physical objects. Wind resistance treats spells, keyblades, and actual physical objects very differently.
Noteworthy items: (Note the 'noteworthy.' You don't need to tell us every key on their keyring or the color of their socks, but any large or powerful items go here. Pets ALSO go here.)
- An assortment of mildly expired potions. Around 20, but some are bad enough to not be usable for very long into the game.
- A handful of ingredients, lumber, and dye materials. If its for making her own art supplies she has... some of it? At least some. No guarantees if its enough across the board without needing substitutions.
- A journal and half used set of art supplies and inks. There's a set of missing person posters (including Ephemer and the other Dandelion leaders, Vanitas, and young Xehanort. There's a frowny face and something scratched out by Xehanort's.) tucked into the pages.
- Azem's stone. The magic won't work on anyone outside the boat, and only if she has a strong enough bond with them.
Mixed gender room ok?: Sure? I don't think she'd care.
Player content notes/squicks: I'm bad with mushrooms, intensely detailed (or grounded in a very 'real life' way) medical stuff. Nausea/throwing up is also a squick.
Anything else:Voice samples: https://pluviooc.dreamwidth.org/682.html?thread=54186#cmt54186https://pluviooc.dreamwidth.org/682.html?thread=86698#cmt86698https://archiveofourown.org/works/39064509https://archiveofourown.org/works/51933748