Post by frostflare on Nov 25, 2012 22:23:45 GMT -5
Name: Merideth
Nicknames/Alias:Valuria the Eternal(Esper/Scion Name). Meri for short.
FF (Even OCs have to originate from a certain FF): XII
Age: Old enough to date back to before the Thousand year war.
Height/build: Merideth is a very tall construction. She Stands at 6 foot 3. She is a pretty slender construct. It should be noted that she was carved at a much larger scale, so naturally she is tall compared to most. It should also be noted that, she weighs a lot more for her size then average people. She is made of minerals, alabaster, and marble. Merideth does not float in water, she sinks. Although since she has no lungs, she does not exactly worry about it. Shes not made of metal, and thus she can not rust.
DoB: She was never technically born, she was crafted. Hence she does not actively have birthday.
Race: Construct(living statue) Veira-based. Scion/Esper(Not of the dark or light).
Weapon: Chronoplasm- A whip forged through countless links of crystal chained together. Chronoplasm was a creation of the Occuria, and forged similarly in secret magicked ways(much like the blade of kings, and Treaty Blade(s)). Chronoplasm was created as a weapon for Valuria, it was to be her tool in the world, and it was a weapon to protect and also shape time.
Chronoplasm's chain is tipped with a rather large and sharp shard of crystal. The crystal all thruogh the weapon is reinforced with mythril metal and orhichalcum motifs. The hilt of the weapon is a large cross of roughly sculpted crystal, with the same metal-motif treatment. Hiding in the direct center of the cross is Valuria's glyph. The chain of the whip is barbed quite intricate, but whats even better is the unique styles of the whip. The handle of the whip can retract and propel the chain at Merideths will. She simple has to swing the handle and will it, and the chain will extend in quicksilver time. When the weapon extends, for the brief moment that it does, it extends so lighting quick that it cuts through time(it is almost unseen on the first extension by the naked eye) and the chain itself is seen moments after un-extened glowing naturally orange and hot(caused by the friction of expulsion(s)). The is deadly against many foes(being lashed with crystal barbs and sharp points never feels good), but it also doubles as an incredibly useful get around device. Merideth is capable of using it's Propulsion and retraction system to get around short distance or chasms when teleporting or speeding just don't cut it. the whip can also be used to bind targets, or unarm them through quick lashes and grabs. Chronoplasm is as much a part of merideth as she is a part of it, so she is also capable of using her kinetisism abilites on it(such as pulling it to her from a great distance, or commanding the whip in directions even without moving her wrist or hands).
Level (Anywhere between 1-100): 60
(Do note that Merideth will never get better. To put it mathematically she used to be lv 100, and after the god's drained her she became 60. Even with Mateo, and his fragment of her power, that would barely put her at 70, maybe 80 with the fragment fully awakened and only for an extremely short time.)
Strength: 180
Physical: 10
Magical: 130
Agility: 40
Special Skill(s):
Crystal Construct/Scion- Merideth(or Valuria whichever you prefer) was sculpted by a Veira through the Occuria's edict From that sculpture the god's made life. This Construct was to be a scion. Valuria's body(Merideth's body) is made from the great crystal. Whilst it comes at no shock she is in not made of flesh and blood. Instead she is minerals and mist. This enacts her a number of great advantages that she otherwise would not have with bones and flesh. Merideth's marble skin, and crystal interior is highly resistant to slashing and piercing objects(swords and arrows for example) as well as highly resistant to magic. Flame can not burn her skin, and water will not rust her husk. Magic also has a chance of being absorbed by the crystal to power her. These are the benefits of not being flesh and blood, the negatives are quite in number to make up for these. Merideth has not health in the traditional sense, she is powered by mist, which exudes from the crystal that makes her insides. When she wills things to happen it consumes mist, and thus consumes her life. When she is damaged, even lightly mist expels from the wound, thus costing her both her ability to get our of danger, and bringing her closer to total shut down. There is a positive to this mist dependency though, the great crystal inside of her constantly regenerates mist, and thus so does she. This mist fixes her scraps and wounds, and slowly returns her to healthy state. Merideth is incredibly weak to blunt weapons and shot(which is a ball so it's pretty blunt). Almost like a hammer against plate mail, so is a hammer against her skin and body. It breaks her insides as well as outsides dealing incredibly higher amounts of damage. Merideth's construct status also is not a socially "good" thing. People stare at her, or question and attack her. She is seen as a unholy creature because she is vastly different then those around her. She finds it increasingly hard to go "incognito". Merideth is also a scion, and her glyph lies in her weapon. Those who control her glyph can control her to some extent. Merideth is also Immortal to a point because of her body and creation. She can not die through regular, or even physical means. Crushing her body after she runs out of power won't kill her. It just increases the time it takes for her to put herself back together. The glyph is her greatest weakness. If that were to be destroyed there is a theory that she too would die, or at least fall out of this plane of existence
Awakening: Merideth did not have access to her old talents and magic until she felt the merge. Until the merge had happened she had no ability to touch her old magicks. After her powered awakened, Merideth was still quite rusty. Even now, after a years she has a hard time tapping into her stronger magicks. Merideth is paradoxical in battle compared to other creations. Where others get weaker as time goes on, Merideth get's stronger. As Merideth casts magic, and deals damage, as the mist begins to flow heavily in her body, Merideth awakens her stronger magicks and can use them in battle against adversaries. This also has adverse effects on Merideth. Whilst over the course of battle at the start her basic talents rarely cost much mist. But as she awakens the higher level ones, and as does more powerful things she consumes a lot more mist. Which can be very detrimental to her survival in a battle.
Magic: Merideth casts no magic in the traditional sense. Merideth is directly attuned to time and space. This allows her to will effects into existence through her Chronomancy talents. Those talents do consume mist(and by extension her life), but they technically are not the same time as magic because they have no spell component. She does not articulate them with somatic or verbal components. They are put under magic because they are magical effects.
Chronomancy- Merideth was made with the ability to manipulate time and space(chrono being the Time aspect, she does posses a limited power over aether). This power is extremely strong, and weak all at the same time. Long ago she was omniscient to a point, she could see the past, present, and the future all at once. She was an augur for the gods, and a seer for the people. It was with this talent that she helped the god's shape the world. With the wave of her hand she could speed up Ivalice, and slow it down. All without anyone noticing it. That is long ago.
Merideth was stripped of most of her magickal and natural talents when the Occuria tore her apart with the Sun-Cryst. They tore from her most powerful abilities, and sealed the rest under magicked wards. Although still quite powerful, she is but a relic of what she once was. She lost her ability to see into the future or past, as well as her ability to sense anomalies and paradoxes. Merideth also lost some of the grandness and scope of her manipulations(she can no longer make the world stop for a brief instance, nor even a small village anymore). Whilst she still can sense the presence of "specials"(people who are not regulated by the regular flow of time. Special's actions do effect the flow of time. Unlike the masses they are not bound into time, and have freedom to commit atrocities, or heroics. These specials affect time, and Merideth can sense those who are specials. She cannot though tell anything past that their actions can effect time. She can not read a persons future anymore, but even if she could a special's future is unreadable because they can change it in a heartbeat. Specials would be anyone's RP Character. Since nothing is set in stone, this is a logical solution to "future not set in stone" concept.)
What powers do remain are categorized under Merideth's Chronomancy. Which as stated is her natural ability to utilize mist to manipulate the flows of time and space. These are natural talents, so she does not actually "cast" magic, rather she wills things to happen. The remaining powers Merideth has allows her to manipulate the Temporal of time and space, detain and accelerate it, as well as manipulate kinetic energy and force(as well gravity).
Temporality is the first 1/4 of Merideth's chrono-talents remaining. Through Temporality Merideth can in essence make herself(or others) anomalies in time. Temporality allows her to select area's and stop them entirely(all except herself of course). It allows her to mitigate present time magics(such as reversing haste and slow effects). She can also push herself out of time briefly in small moments completely eliminating time magic on herself(whether cast by herself or others on her), this effect can also be produced on others though only Before Merideth wills an effect. She has a hard time displacing allies or foes in effect already.. Through Temporality she also manipulates space(further in Kentisism). Through temporality she can reverse gravity, warp targets, and even teleport herself across great distances. Temporality is the biggest brunt of her magicks and talents. It's also where she got hit the hardest by the sun-cryst. It's magicks are heavy area components, but they are the most costly, and the larger the area of effect the much more mist it costs to cast and maintain.
Detention and Acceleration are exactly as they sound. They are pushing forward time, or slowing it, or reversing it. Through Detention Merideth can reverse actions to make them never happen(such as a spell) as well as can cause allies to double cast some spells by causing a hiccup in time. She can also slow down status effects(such as slowing poisons damage tick) and even stop it entirely, albeit briefly. Merideth can also push time forward, allowing her to rush forward in time for single seconds to places she will be, or once was. This effect is seen as her being a golden silhouette who suddenly blast forward to a new locations. Foes caught in between this rush are flung to the ground and damaged from being caught in times pull and push. She can also accelerate effects on status effects(making the effect happen all at once rather then over time), and can even refresh status effects. She can also select areas and slow down time, or speed it up. Allies in these spheres are afflicted as well as enemies whilst Merideth can move like nothing happened. Though acceleration she can of course hasten an allies actions or slow a foe's.
Kinetism is the last portion of Merideth's natural Chronomancer Skills. Through kinetisim Merideth can manipulate pure movement energy(kinetic energy). This force like effect allows her to push foes back, or pull them toward her, levitate off the ground, and even whip up vortexes. She can also create propulsion fields(where those who enter are forcibly forced out, herself included) as well as attraction fields(opposite). She can also use kinetic force to crush targets, levitate them, and fling them around. Although larger objects, and humanoid creatures are much harder for her to do so with(sometimes downright impossible). Kinetism allows Merideth to control force through mere waves of her hands, and she can consolidate that force into walls rings, spheres, or any other shape really. This force always acts as blunt damage when it strikes targets if causes damage(even with a lot of energy behind it, most Kinetic Talents barely dent armor). Merideth's main strength lies in the manipulation of kinetic force. It is the only power that wasn't reduced(at all) by the Sun-cryst making it both her most used form of magicks and her talents.
Summon: Co-quickening: Valuria the Eternal: Merideth lost much of power when the sun-cryst drained it from her. In her present state she is nothing but a figment of what she once was. When merideth is in danger, and when she is near Mateo she is capable of fusing the remainder of herself to the fragment in Mateo and allows Mateo to expel her into existence as her near complete form, a form that resembles the real esper she once was.
Valuria the eternal is a grand and balanced creation. She was carved from the great crystal by a sculptor by the god's desires. Valuria was to be a work of art, and also a great tool. She appears statuesque,and a heavy coat of marble shells her crystal interior. She is much like a doll held together via the crystal inside of her. Her elbows, and knees are missing from existence, instead the marble shatters out in sharp points. Crystal balls act as the joints of her limbs, floating aimlessly in the aether between her limbs. Gold orhichaculm motifs swirl around the left of her body and merge into a band over her breasts. Mythril motifs swirl along the right of the body and extend themselves through the band of the breasts and into a clock that hangs in the direct middle of her stomach. The orhichalcum metal also forms a body suit covering her groin. Wings of inlaid gold and silver extend from her back, and she floats above the ground with her feet dangling below her. She still carries the characteristic mask as she normally does, although the eye's open in Valuria esper state. When they are open they reveal the crystal, glowing orange and gold and bronze under the mask.
Chronoplasm wraps itself around her waist, and she never moves it(she has a new weapon instead). Grooves run along the marble sheet of her body that extend and branch off like a river that's run through a flatland. Mercury fills the void in the grooves, and makes her body a silver-liquid lined one. You would never guess it to be her most prized weapon. When commanded this Mercury pulls itself along the grooves of her body to her hands where it forms into a perfect sphere. This sphere can be used for any mater or purpose, whether to defend or attack. It's form is completely mutable. Valuria exploits this often letting the poisonous liquid whip around the field at her command, lashing and causeing the poison status effect with only a touch. As a passive effect, time is slowed around Valuria. The current of time twist and diverge away from her body, and through her manipulation time slows as it get's closer to her body. This makes it difficult to land both ranged, and melee attacks on Valuria, although do not, Valuria has no statistics for dodging. She merely moves a little to the left or right...She does not move particularly fast in regard to the phrase.
Valuria is a near-complete scion. In this state, for brief amounts of time she can possess the near fullness of her power. This near-fullness grants her some of her divining talents, as well as much more control over time and space. Valuria has little health, and has a short timer(only extendable through sacrifice of mist or life of others). This makes summoning her a complex scenario, as well as a short window of opportunity. In that window Valuria can wreak chaos, havoc, and completely turn the tide of battle in favor of Mateo and his allies. After the timer is up, Valuria in essence drains out all of her mist, falling to the ground completely asleep. The essence of Valuria's soul remains intact, although it takes time for her to fully reassemble and awaken again.
Bolide- Bolide is one of Valuria's special spells. Non-elemental Valuria pulls a small chunk of rock from space and warps it into existence in front of her foe. Causeing the rock with all of it's force(none reduced because it had no atmosphere to fight through) bashes into the target with a high chance of knocking down.
Quicksilver- Valuria holds her cupped right hand to the sky, allowing the mercury in her flood into the air in her hand creating a sphere. Valuria stops her target briefly, and then sends the mercury sphere outward to attack the target. This attack strikes multiple times in a single moment dealing heavy damage plus a chance of poison and confusion.
Age- Valuria selects a target, and through great magick she either ages them, or makes them youthful for a short time. The effect is at random and can go either way. If they become older foes lose physical strength, and become slower and physically weaker(but gain magic resistance). The youthful-ness does the opposite. It reduces magical resistance, and makes them do less damage with magic. Their physical strength increases and they receive a fair bit of stamina.
Premonition- Valuria takes a deep breath and pushes her consciousness deep into time, in that brief second she for-see’s an event seconds ahead of her(attacks for example) and completely negates the effects. Premonition is a powerful move, but it only works for a few seconds directly after it is cast.
Stasis Feild- Valuria warps an area's time and space causing it to trap itself in a bubble of a single moment. All foes and allies are stoped for the brief moment completely with a high chance of success.
Final Attack(s): Valuria has 2 separate Final Attacks. Both of which instantly stop the clock and drain her of all remaining energy. Much like any other esper. Valuria's final attack is completely dependent on Mateo. His actions, words, and choices dictate what final move she will use according to his will(or rather what seems most useful at the time). Both Final attacks have different components which make them largely different then each other
Eternal Breath: In the end of her time, if Mateo needs extra damage, Valuria will opt for the magickal Final Eternal Breath. Mateo must be under the effects of a time-based magick in order for her to actually use the skill.
In Eternal Breath Valuria weaves her magic around herself and her her foes. She traps her targets in several weaved spheres of time, some fast, some slow, some stopped. She lifts these spheres into the air with the target inside of them. She then holds her hand to the sky, and with a single breath cracks time and space itself. Valuria produces a vacuum in her hand pulling the anti-matter, and other such unknown elements into her hand forming a beautiful and elaborate sealed sphere of arcane glyphs and mist. She forceful(and with great effort) pulls the sphere into a full circle in front of her before extending her arm outward towards her target. At this moment the magicked spheres begin to spin and twist with the foe inside, compressing multitude of different times at one moment. She then expels the unknown energy from her hand onto the sphere. This magical sphere slows the negative matter, speeds it up, stops it, any multitude of things. Valuria ends this whole attack by closing her fist causing the now exploding time-spheres to condense and compress into the size of a marble. The vast pressure, and energies at work cause an implosion dealing massive damage to the single target, and heavy damage to anyone foolish enough to be caught near it(friend or foe).
Mercurial Celerity: If Eternal Breath is the damage half of Valuria's Finals, Mercurial Celerity is the supportive component. If Mateo so wills it, and is under the effect of slow stop, or disable Valuria will cast and act out Mercurial Celerity. A powerful move for anyone Mateo considers an ally,
In Mercurial Celerity Valuria holds her hand to the sky, casein the mercury in her body to twist around her marble skin into the air above her. There she rends time, infusing the metal with haste well above any mortal's casting talents. The metal which was once a pure sphere, now melts itself down over Valuria's body seemingly dissolving it under it's silver flow. This liquid then turns into a thin wisp and flies into the sky. This new quicksilver rains itself down on allies in range of the initial casting. Allies are covered in a thin layer of the magickal metal-liquid. This liquid allows them to act ten times faster then an average haste spell. Spell casters become so fast they can utter off 2 spells at once(and double casters can go up to 4!). Warriors could decimate entire armies, rangers could shoot volleys of arrows in mere moments(the sky could literally be blotted out!). This liquid is not pure murcury as through some weird magick it's ill effects do not transmit to allies. They taste only this pure celerity for ten seconds. As soon as the ten seconds are up, all the metal coating's drip away and flood into the shape of Valuria, asleep and energy less on the ground.
Appearance: Merideth even outside of her complete form is vastly bizarre to the larger public. She stands at 6 foot 3, and is not just statue-esque, she is a statue. Her skin is not like alabaster, it is alabaster. Merideth was carved from the great crystal itself, and then sheeted in the beautiful white soft-stone. She is a living-statue. This makes her appearance both stunning and freighting, yet also majestic. Merideth can walk into a room and everyone will stare at her. Even if they don't they can't not help but to acknowledge the unique, and outright astounding and also bizarre reality of a walking, talking, and alive automaton Merideth's body is smoothed to a perfect glimmer.
On her face she wears a porcelain mask, eyes closed, and lips shut. The mask is as white snow, and plain. She refuses any artwork on it. She does not want to taint something that was sculpted so perfectly. Merideth's mask may cover her true face, but she can see and speak perfectly, as if it was not there at all. Her real face, if one removed the mask(which is a rare occasion) is nothing but crystal. Her nose, her lips, her eyes. All of it is chipped forms from a crystal edifice. She much prefers her mask on..The glowing yellow-orange face often freaks people out more then her mask. Her ears and her whole head is otherwise carved of marble and covers the crsytal. Her hair is sculpted into a short bob around her skull, except the bangs which are pulled to the side of her face and behind her ear. Carved of white marble are Merideth's Veiran ears, which are actually shorter then the height of real Veira. Her ears are textured so finely that they resemble fur(strangely enough), although if touched they are clearly hard as stone. At the tips of her ears tufts of crystal spray out, revealing herself as a faux-viera.
Merideth otherwise is entirely composed of alabaster skin. She is after all a statue given life. Merideth may be mostly composed of crystal and rock, but she has a free range of movement. In her joints(and visible to a point), are gears and cogs. These mechanical devices twist and turn and pivot and whirl allowing merideth to move as physically and fluid-like as a human. This is in all of her joints(neck, knees, ankles). Merideth's skin is snow white. Through her joints one can also see the slightest gleam of the crystal that hides under her marble exterior. Merideth is made of minerals, so whilst appearing quite thin and tall, she is actually extremely heavy(In water for example she can't float. She simply sinks). Merideth's weight also provides statistical backing as it's very difficult for average strength to throw her around. One other thing to note about merideth is that her skin is not just pure alabaster slabbed. Veins of gold and silver line over her body connecting the many pieces of stone together, and making her whole. These lines of gold and silver are delicately and ornately inlaid in her body itself. They are like tattoos in her skin(but made of metal rather then ink).
Merideth does not like being stared at by the general populace, but as much of her is a quandary so is her apparel It both covers and reveals Merideth in many ways. Merideth chooses to wear a hooded-duel-layered caplet that covers her upper face and mask revealing only the pearl-lips in the unshaded portion of her face. This hood extends down into a caplet that covers her upper torso(and is layered over). The upper layer dangles gold-chains over her body that end with turquoise gemstones all the way around. This caplet is a 360 cover, and drapes over her shoulders, chest, and back. Merideth wears under her caplet a leather gold-chain encrusted bodice which is tightened quite heavily(as much as you can to a rock). This Bodice covers her rock-carved breasts, which are a subtle B cup(they are rock, so they don't bounce or anything That must be pointed out!). This bodice still exposes her midriff, which is carries a tiny carved slit for her belly-button. A Jewel of gold and crystal pierces this slit. Merideth wears metal plates over her hands when out of combat, but when combat gets tough she is known to take the metal gloves from her hands and transform them into claws on her fingers.
Draping off Merideth's hip is a leather layered-double-skirt. The the underskirt covers her upper thigh, and is made of woven metal. The over skirt drapes to the ground covering her feet, and is of similar material as most of her clothing(a heavy soft leather). Merideth wears just below that ankle-high boots(which are make her even taller). The boots are made of similar leather as the rest of her attire. The shoes are equally wrapped in gold and silver lace and inlays and foils. Instead she lets her marble feet touch the ground. Golden Anklets wrap around her legs motifed with hourglasses. She also has gilded armlets and bracelets both of which follow the similar theme. Merideth is known to hide herself in a thick drab rope with a hood despite her average clothing. She does this more to cover herself and stay somewhat inconspicuous
Personality: Merideth is...Difficult. She is both wise and naive She can be both mysterious and direct. Merideth was born as a tool, one who did not feel "emotion" in the same manner that you or I would. She did not understand what sadness, loss, anger, Joy, what any of that meant. Until her freeing Valuria did not have any feeling...She just acted as she was told.
When Merideth was freed by Ultima, the emotions that came though were brand new. She was a machine given the ability to feel emotion. At first that emotion was extreme. She could not control her feelings, and she felt only the strongest shades of emotion. She was not angry, she was enraged, she was not happy, she was joyous. Her sadness was much worse. These emotions ruled her, and she was insane. She was imprisoned in this insanity. Stasis mellowed her, and cooled her. It took many years, but when she re-awoke those emotions were no longer burning rage and exuberant ecstasy. They had calmed so greatly that they are but whispers.
Merideth is calm, and stoic. She is both this through nature, and by design. Rarely does she show emotion. She looks at the world through a level head and a focused mind. She realizes that her insanity from before the stasis was caused by her newness to emotion, and thus she tries to avoid the sensation of emotion. She tries to lock all of her feelings away, and instead takes a logical and though full approach to the world. She is pragmatic, logical, and direct in her actions and influences. She is honest(she has no reason to lie about her intentions). She can be manipulative without her noticing it, and she can even be extremely oblivious(and sometimes incredibly aware).
She is paradoxical. Merideth is wise, and yet new and naive to the world. She was created as a tool for the Occuria to shape the world. She is much equivalent to a neutral goddess. She seeks to make sure the world(time and space) is balanced. Her morality is true neutral. She does not commit acts of kindness or malice unless they directly effect balance and she must intervene. She is wise in her age. Even without her ability to see in the past or future, she mysteriously is able to guide the hands of fate in some direction. This direction is in her mind the “right” path for the world. Whatever this path is, she is resolute in that belief. Despite her convictions, Merideth is also quite naïve. Her inability to foresee the future, and her time spent completely and utterly asleep, has utterly produces a blank space in the once omniscient scion. This world is nothing like she believed it would have been. It is nothing like she foresaw, or the future she wants to lead it to. This blank space makes somethings very new to her(airships for example).
History:
Merideth is/was a creation of the gods. Of the Occuria. She was one of the scions, but not one of the selected(Scions of Light or darkness. She did not even have an astrological sign), something more and yet less. She had no willpower of her own, she was a tool of vast power. According to legend she was carved from the great crystal herself by a Viera sculptor for the god's as a present. The god's fell in love with the sculpture and decided to give it breath and life. Whatever magicks they imbued into that statue, they managed to create a new scion. Valuria the eternal.
Valuria the Eternal was a scion like her sister Ultima the High-Seraph, and her brother Chaos Walker of the Wheel. The god's had to give her a purpose, a reason for existence Every scion had a job in the god's plans. Valuria was an incredible creation, who without intention had power over time and space. At first this great power caused the god's distress, and the Occuria wondered what Valuria would be suited to her. Her mind was blank, and her desires were only to please. Valuria presented to the god's something they did not have before. Valuria could see into the future, and thus her role was to be the auger. She would foresee the future, relay that to the gods and that way they could alter the present to make the future brighter for them and the world. They had the mortal races construct a temple to her in the now Paramina-Rift, and high atop one of the cliffs Valuria sat in a marble palace, The auger with he power to alter the future as she saw fit. The Occuria chained Valuria to the palace with magicks, and locked her into the deep palace. An attempt to keep her from freedom.
For many years the Eternal sat high above clouds of the rift. There many mortals came to her and she divined their futures. Just as often the Occuria descended into her temple and asked her questions of the future. In one question she had proved her second mistake to the god's. In all her infinite wisdom they asked for the future of the scions, and the future of Valuria. What would it be like?
Valuria was by no means a perfect creation, even with all of her power. She was naïve at first, unbelieving her makers could do harm or wrong. She looked through time's streams and witnessed a great war in which her sister Ultima stood the victor with the scions against the gods. Valuria relayed this information to the gods, and unknowingly she altered the course of that war. The god's had not known of it, and would not have if she would have spoke about it. Ultima would have won the war, but the secret was out.
The war finale burst onto the scene shortly after Valuria's divination. Ultima came to Valuria, and asked for her aid in the war. At first Valuria declined the plea, but then Ultima wove her magicks and freed Valuria from her prison. The temple's wards no longer held Valuria to its stone structure. Valuria had become free, free to make decisions on her own.
Freedom corrupted her in some bizarre way. The moment her chains were undone, Valuria opened her eyes to a future that would have, could have been. She saw herself sitting where the occuria once did, Giruvagen as her temple and her shrine. The masses lived without her interference, and the scions worked only towards pure balance. There was no disease, or death, or pleasure, or life. Everything was nothing, and nothing was everything. It was perfect, pure and utter balance. Valuria became so enthralled by this idea. Her intened purpose was to make time and space balanced. To make sure that nothing went against the grain, and everything worked towards utopia(or at least the occuria's definition of such). She could see this perfect world...and only the occuria stood in her way. Only through destroying them, and creating utopia would she herself obtain perfection.
She felt no love, or hate. She joined the war efforts for neither side, and waged against both her sisters and brothers, and her masters. She felt no alignment, for no-one perceived her dream. No one would understand the strive for perfection. Ultima just wanted to be free, and the Occuria wanted everyone under their thumbs. So Valuria attempted to take on both sides all at once. Valuria lost, but not before reducing the scions strengths significantly. This allowed the Occuria to strike, and eventually win the war.
When the war had ended, and much devastation had rained the god's judged each of their creations and punished them accordingly. Of the espers it was Valuria who suffered the harshest penalty. The occuria took to heart the mistake of creating something so powerful, and unstable(although it would not stop them from later creating Zodiark, who they feared even more then the eternal). The loved Valuria so deeply, they could not bring themselves to completely destroy her(although her crimes were sever enough to face such a trail). Instead the Occuria decided to imprison her for eternity, and wipe all existence of her from the world. They would remove her from existence and keep her a secret, she was too unstable.
They took nethacite, a very large chunk(a pure chunk full of magickal power) and called it the Sun-Cryst. They latched the sun-cryst onto Valuria's skin, and for what seemed to be years they had it rend mist from her body. At the end of this gruesome process they placed the powerful nethacite at the Pharos, ensuring that Valuria could never get a hold of that power again.. Valuria on the other hand had fallen to pieces Her crystal life had been drained so much that it weakened her completely Much of her natural magick had been leeched into that piece of nethacite. In this weakened state, Valuria could not resit the prison they trapped her in.
They placed her in the Mountain temple she once called home, and this time tried to ensure she would never leave it again. They wrapped chains of nethacite around her weakened body, and strung her up in her own temple hanging over a pool of water with little chance of escape. The nethacite overcame her natural mist regeneration and competently shut her down. They then destroyed the temple, causing it to fall down the mountain and cover itself in snow. No one should have ever found the creature known as Valuria, no one should remember her, she should never awake again.
But, she Did awaken. The day the sun-cryst was destroyed, Valuria awoke. She felt the nethacite shatter, and the power that lingered in that nethacite suddenly dissipated away. That power was a part of her, even if was far away, even if it was not with her. That magickal energy suddenly shocked her awake(enough that she could overcome the chains that wrapped her alabaster skin). What's more the chains that bound her had fallen to pieces and no longer held any power over her. For whatever reason they had stopped pulling the mist from her body, or Valuria was resisting it somehow. She was awake at last.
Like a machine long since forgotten, Valuria had rusted in a sense. She felt like a relic. Her makers had hidden her deep in the Parmina-rift. There she awoke to a very awful existence Her gears had rusted, her stone skin was dirty and smudged. Her ears had been chipped off, and laid in shambles on the ground. Merideth awoke as if she was a rock tossed into a river. She was ancient and eroded. She had once guided time, and now time was cruel and turned her into decay.
In these first few hours she had cursed her makers because they had abbanded her. She felt so worthless. She could not muster any magic, and barely had the strength to move. She was surrounded on all sides by walls of carved rock, and waterfalls. She lied tormented in a temple of silence. Valuria spent days in that temple in bitter agony. Hidden under the snowdrifts, and frosted streams. Valuria stood in the middle of an intricately carved underground temple. Enough time she had spent in that festering cavern that merideth finally let go of her emotion. She let go of the rage, and anger, and decided to seek out her creators for answers. So she left the temple, dug out of snow and rock and went into the rift.
Valuria was not prepared for the world that greeted her. Even as the mist began to flood her body and she could run, and move, and the rust glittered into new Valuria entered a frozen valley. The snow compounded against her body, and even with all of her might, she was consumed by the all white world around her. Much time passed as she was buried in the snow.
Luck came to aid Valuria for a Nu Mou attendant to the sacred mountain, came to the rift seeking respite and solitude. The old being happened to stub his toe on hard rock(merideth). This Nu Mou was quite surprised by what he had uncovered(and merideth had fallen back to slumber from the snow). He rallied a team of men and woman, and through great effort the uncovered her, and took her back to Mt. Bur-Omisace. There the attendants of the faith took her into their care. They knew she was a relic of the old-times and through great magicks they repaired Merideth physically Although much of her magickal power was still locked away, and she was emotionally distraught This world that she woke up to was nothing like her memories described it would be. This world was so different Her makers had abandoned her to rot and decay(they did not even bother to clean her up in her dormancy) and none of the scion were within her contact or reach. She was alone amongst mortals, in a world nothing like she could have imagined it would be.
For the time that Valuria was safe and alive, She slowly warmed to the world as the people of the mountain warmed to her. Valuria had lost her name in her dormancy, so the people called her Merideth. Whilst never physically or socially showing her grief and loneliness, the people of the mountain offered her insight into the new world. Just as she did was she could to describe the old war(much of her memory had been lost unfortunately). The same child that found her became a great friend. Merideth for once tasted life the way mortals did, and she in her own way loved it. She dedicated herself to being apart of the mountain's culture, and she eventual became a teacher amongst the scholars and refugees. Merideth's life was perfect. Perfection never lasts long.
The merge broke the world asunder and forced all time streams all into a single thread. This event was catastrophic to the world. This catastrophe caused time to ripple and send a force outward towards anyone who would feel that tingle, that call. This ripple was so powerful, so potent that it awoke Merideth's old talents, and in a single moment forced her out of time and space.
In that brief moment she somehow regained some of her memories, and watched how the world should have been. The world was never meant to be what it is now. The occuria should never have lead the humans on as long as they have, and much would have to be fixed. Valuria would have taken their role as the one true god, her scions doing their jobs to ensure balance in the world. The world would have been perfect. Complete and balanced.
Through this flash-awakening Merideth pulled herself back into the regular flow of time, the prime-flow. Here she set on her task to complete her original mission. The world would either welcome her as a god, or fall to the tidal wave of her might. Merideth set out from her once “normal” settings. Now with the intention only to fix the merge, and then go about the conquest, Merideth is seeking anything to help her regain her old magickal strength....Her journey could take millennium but she will never falter or waver in her duty. The world will be a utopia.
Nicknames/Alias:Valuria the Eternal(Esper/Scion Name). Meri for short.
FF (Even OCs have to originate from a certain FF): XII
Age: Old enough to date back to before the Thousand year war.
Height/build: Merideth is a very tall construction. She Stands at 6 foot 3. She is a pretty slender construct. It should be noted that she was carved at a much larger scale, so naturally she is tall compared to most. It should also be noted that, she weighs a lot more for her size then average people. She is made of minerals, alabaster, and marble. Merideth does not float in water, she sinks. Although since she has no lungs, she does not exactly worry about it. Shes not made of metal, and thus she can not rust.
DoB: She was never technically born, she was crafted. Hence she does not actively have birthday.
Race: Construct(living statue) Veira-based. Scion/Esper(Not of the dark or light).
Weapon: Chronoplasm- A whip forged through countless links of crystal chained together. Chronoplasm was a creation of the Occuria, and forged similarly in secret magicked ways(much like the blade of kings, and Treaty Blade(s)). Chronoplasm was created as a weapon for Valuria, it was to be her tool in the world, and it was a weapon to protect and also shape time.
Chronoplasm's chain is tipped with a rather large and sharp shard of crystal. The crystal all thruogh the weapon is reinforced with mythril metal and orhichalcum motifs. The hilt of the weapon is a large cross of roughly sculpted crystal, with the same metal-motif treatment. Hiding in the direct center of the cross is Valuria's glyph. The chain of the whip is barbed quite intricate, but whats even better is the unique styles of the whip. The handle of the whip can retract and propel the chain at Merideths will. She simple has to swing the handle and will it, and the chain will extend in quicksilver time. When the weapon extends, for the brief moment that it does, it extends so lighting quick that it cuts through time(it is almost unseen on the first extension by the naked eye) and the chain itself is seen moments after un-extened glowing naturally orange and hot(caused by the friction of expulsion(s)). The is deadly against many foes(being lashed with crystal barbs and sharp points never feels good), but it also doubles as an incredibly useful get around device. Merideth is capable of using it's Propulsion and retraction system to get around short distance or chasms when teleporting or speeding just don't cut it. the whip can also be used to bind targets, or unarm them through quick lashes and grabs. Chronoplasm is as much a part of merideth as she is a part of it, so she is also capable of using her kinetisism abilites on it(such as pulling it to her from a great distance, or commanding the whip in directions even without moving her wrist or hands).
Level (Anywhere between 1-100): 60
(Do note that Merideth will never get better. To put it mathematically she used to be lv 100, and after the god's drained her she became 60. Even with Mateo, and his fragment of her power, that would barely put her at 70, maybe 80 with the fragment fully awakened and only for an extremely short time.)
Strength: 180
Physical: 10
Magical: 130
Agility: 40
Special Skill(s):
Crystal Construct/Scion- Merideth(or Valuria whichever you prefer) was sculpted by a Veira through the Occuria's edict From that sculpture the god's made life. This Construct was to be a scion. Valuria's body(Merideth's body) is made from the great crystal. Whilst it comes at no shock she is in not made of flesh and blood. Instead she is minerals and mist. This enacts her a number of great advantages that she otherwise would not have with bones and flesh. Merideth's marble skin, and crystal interior is highly resistant to slashing and piercing objects(swords and arrows for example) as well as highly resistant to magic. Flame can not burn her skin, and water will not rust her husk. Magic also has a chance of being absorbed by the crystal to power her. These are the benefits of not being flesh and blood, the negatives are quite in number to make up for these. Merideth has not health in the traditional sense, she is powered by mist, which exudes from the crystal that makes her insides. When she wills things to happen it consumes mist, and thus consumes her life. When she is damaged, even lightly mist expels from the wound, thus costing her both her ability to get our of danger, and bringing her closer to total shut down. There is a positive to this mist dependency though, the great crystal inside of her constantly regenerates mist, and thus so does she. This mist fixes her scraps and wounds, and slowly returns her to healthy state. Merideth is incredibly weak to blunt weapons and shot(which is a ball so it's pretty blunt). Almost like a hammer against plate mail, so is a hammer against her skin and body. It breaks her insides as well as outsides dealing incredibly higher amounts of damage. Merideth's construct status also is not a socially "good" thing. People stare at her, or question and attack her. She is seen as a unholy creature because she is vastly different then those around her. She finds it increasingly hard to go "incognito". Merideth is also a scion, and her glyph lies in her weapon. Those who control her glyph can control her to some extent. Merideth is also Immortal to a point because of her body and creation. She can not die through regular, or even physical means. Crushing her body after she runs out of power won't kill her. It just increases the time it takes for her to put herself back together. The glyph is her greatest weakness. If that were to be destroyed there is a theory that she too would die, or at least fall out of this plane of existence
Awakening: Merideth did not have access to her old talents and magic until she felt the merge. Until the merge had happened she had no ability to touch her old magicks. After her powered awakened, Merideth was still quite rusty. Even now, after a years she has a hard time tapping into her stronger magicks. Merideth is paradoxical in battle compared to other creations. Where others get weaker as time goes on, Merideth get's stronger. As Merideth casts magic, and deals damage, as the mist begins to flow heavily in her body, Merideth awakens her stronger magicks and can use them in battle against adversaries. This also has adverse effects on Merideth. Whilst over the course of battle at the start her basic talents rarely cost much mist. But as she awakens the higher level ones, and as does more powerful things she consumes a lot more mist. Which can be very detrimental to her survival in a battle.
Magic: Merideth casts no magic in the traditional sense. Merideth is directly attuned to time and space. This allows her to will effects into existence through her Chronomancy talents. Those talents do consume mist(and by extension her life), but they technically are not the same time as magic because they have no spell component. She does not articulate them with somatic or verbal components. They are put under magic because they are magical effects.
Chronomancy- Merideth was made with the ability to manipulate time and space(chrono being the Time aspect, she does posses a limited power over aether). This power is extremely strong, and weak all at the same time. Long ago she was omniscient to a point, she could see the past, present, and the future all at once. She was an augur for the gods, and a seer for the people. It was with this talent that she helped the god's shape the world. With the wave of her hand she could speed up Ivalice, and slow it down. All without anyone noticing it. That is long ago.
Merideth was stripped of most of her magickal and natural talents when the Occuria tore her apart with the Sun-Cryst. They tore from her most powerful abilities, and sealed the rest under magicked wards. Although still quite powerful, she is but a relic of what she once was. She lost her ability to see into the future or past, as well as her ability to sense anomalies and paradoxes. Merideth also lost some of the grandness and scope of her manipulations(she can no longer make the world stop for a brief instance, nor even a small village anymore). Whilst she still can sense the presence of "specials"(people who are not regulated by the regular flow of time. Special's actions do effect the flow of time. Unlike the masses they are not bound into time, and have freedom to commit atrocities, or heroics. These specials affect time, and Merideth can sense those who are specials. She cannot though tell anything past that their actions can effect time. She can not read a persons future anymore, but even if she could a special's future is unreadable because they can change it in a heartbeat. Specials would be anyone's RP Character. Since nothing is set in stone, this is a logical solution to "future not set in stone" concept.)
What powers do remain are categorized under Merideth's Chronomancy. Which as stated is her natural ability to utilize mist to manipulate the flows of time and space. These are natural talents, so she does not actually "cast" magic, rather she wills things to happen. The remaining powers Merideth has allows her to manipulate the Temporal of time and space, detain and accelerate it, as well as manipulate kinetic energy and force(as well gravity).
Temporality is the first 1/4 of Merideth's chrono-talents remaining. Through Temporality Merideth can in essence make herself(or others) anomalies in time. Temporality allows her to select area's and stop them entirely(all except herself of course). It allows her to mitigate present time magics(such as reversing haste and slow effects). She can also push herself out of time briefly in small moments completely eliminating time magic on herself(whether cast by herself or others on her), this effect can also be produced on others though only Before Merideth wills an effect. She has a hard time displacing allies or foes in effect already.. Through Temporality she also manipulates space(further in Kentisism). Through temporality she can reverse gravity, warp targets, and even teleport herself across great distances. Temporality is the biggest brunt of her magicks and talents. It's also where she got hit the hardest by the sun-cryst. It's magicks are heavy area components, but they are the most costly, and the larger the area of effect the much more mist it costs to cast and maintain.
Detention and Acceleration are exactly as they sound. They are pushing forward time, or slowing it, or reversing it. Through Detention Merideth can reverse actions to make them never happen(such as a spell) as well as can cause allies to double cast some spells by causing a hiccup in time. She can also slow down status effects(such as slowing poisons damage tick) and even stop it entirely, albeit briefly. Merideth can also push time forward, allowing her to rush forward in time for single seconds to places she will be, or once was. This effect is seen as her being a golden silhouette who suddenly blast forward to a new locations. Foes caught in between this rush are flung to the ground and damaged from being caught in times pull and push. She can also accelerate effects on status effects(making the effect happen all at once rather then over time), and can even refresh status effects. She can also select areas and slow down time, or speed it up. Allies in these spheres are afflicted as well as enemies whilst Merideth can move like nothing happened. Though acceleration she can of course hasten an allies actions or slow a foe's.
Kinetism is the last portion of Merideth's natural Chronomancer Skills. Through kinetisim Merideth can manipulate pure movement energy(kinetic energy). This force like effect allows her to push foes back, or pull them toward her, levitate off the ground, and even whip up vortexes. She can also create propulsion fields(where those who enter are forcibly forced out, herself included) as well as attraction fields(opposite). She can also use kinetic force to crush targets, levitate them, and fling them around. Although larger objects, and humanoid creatures are much harder for her to do so with(sometimes downright impossible). Kinetism allows Merideth to control force through mere waves of her hands, and she can consolidate that force into walls rings, spheres, or any other shape really. This force always acts as blunt damage when it strikes targets if causes damage(even with a lot of energy behind it, most Kinetic Talents barely dent armor). Merideth's main strength lies in the manipulation of kinetic force. It is the only power that wasn't reduced(at all) by the Sun-cryst making it both her most used form of magicks and her talents.
Summon: Co-quickening: Valuria the Eternal: Merideth lost much of power when the sun-cryst drained it from her. In her present state she is nothing but a figment of what she once was. When merideth is in danger, and when she is near Mateo she is capable of fusing the remainder of herself to the fragment in Mateo and allows Mateo to expel her into existence as her near complete form, a form that resembles the real esper she once was.
Valuria the eternal is a grand and balanced creation. She was carved from the great crystal by a sculptor by the god's desires. Valuria was to be a work of art, and also a great tool. She appears statuesque,and a heavy coat of marble shells her crystal interior. She is much like a doll held together via the crystal inside of her. Her elbows, and knees are missing from existence, instead the marble shatters out in sharp points. Crystal balls act as the joints of her limbs, floating aimlessly in the aether between her limbs. Gold orhichaculm motifs swirl around the left of her body and merge into a band over her breasts. Mythril motifs swirl along the right of the body and extend themselves through the band of the breasts and into a clock that hangs in the direct middle of her stomach. The orhichalcum metal also forms a body suit covering her groin. Wings of inlaid gold and silver extend from her back, and she floats above the ground with her feet dangling below her. She still carries the characteristic mask as she normally does, although the eye's open in Valuria esper state. When they are open they reveal the crystal, glowing orange and gold and bronze under the mask.
Chronoplasm wraps itself around her waist, and she never moves it(she has a new weapon instead). Grooves run along the marble sheet of her body that extend and branch off like a river that's run through a flatland. Mercury fills the void in the grooves, and makes her body a silver-liquid lined one. You would never guess it to be her most prized weapon. When commanded this Mercury pulls itself along the grooves of her body to her hands where it forms into a perfect sphere. This sphere can be used for any mater or purpose, whether to defend or attack. It's form is completely mutable. Valuria exploits this often letting the poisonous liquid whip around the field at her command, lashing and causeing the poison status effect with only a touch. As a passive effect, time is slowed around Valuria. The current of time twist and diverge away from her body, and through her manipulation time slows as it get's closer to her body. This makes it difficult to land both ranged, and melee attacks on Valuria, although do not, Valuria has no statistics for dodging. She merely moves a little to the left or right...She does not move particularly fast in regard to the phrase.
Valuria is a near-complete scion. In this state, for brief amounts of time she can possess the near fullness of her power. This near-fullness grants her some of her divining talents, as well as much more control over time and space. Valuria has little health, and has a short timer(only extendable through sacrifice of mist or life of others). This makes summoning her a complex scenario, as well as a short window of opportunity. In that window Valuria can wreak chaos, havoc, and completely turn the tide of battle in favor of Mateo and his allies. After the timer is up, Valuria in essence drains out all of her mist, falling to the ground completely asleep. The essence of Valuria's soul remains intact, although it takes time for her to fully reassemble and awaken again.
Bolide- Bolide is one of Valuria's special spells. Non-elemental Valuria pulls a small chunk of rock from space and warps it into existence in front of her foe. Causeing the rock with all of it's force(none reduced because it had no atmosphere to fight through) bashes into the target with a high chance of knocking down.
Quicksilver- Valuria holds her cupped right hand to the sky, allowing the mercury in her flood into the air in her hand creating a sphere. Valuria stops her target briefly, and then sends the mercury sphere outward to attack the target. This attack strikes multiple times in a single moment dealing heavy damage plus a chance of poison and confusion.
Age- Valuria selects a target, and through great magick she either ages them, or makes them youthful for a short time. The effect is at random and can go either way. If they become older foes lose physical strength, and become slower and physically weaker(but gain magic resistance). The youthful-ness does the opposite. It reduces magical resistance, and makes them do less damage with magic. Their physical strength increases and they receive a fair bit of stamina.
Premonition- Valuria takes a deep breath and pushes her consciousness deep into time, in that brief second she for-see’s an event seconds ahead of her(attacks for example) and completely negates the effects. Premonition is a powerful move, but it only works for a few seconds directly after it is cast.
Stasis Feild- Valuria warps an area's time and space causing it to trap itself in a bubble of a single moment. All foes and allies are stoped for the brief moment completely with a high chance of success.
Final Attack(s): Valuria has 2 separate Final Attacks. Both of which instantly stop the clock and drain her of all remaining energy. Much like any other esper. Valuria's final attack is completely dependent on Mateo. His actions, words, and choices dictate what final move she will use according to his will(or rather what seems most useful at the time). Both Final attacks have different components which make them largely different then each other
Eternal Breath: In the end of her time, if Mateo needs extra damage, Valuria will opt for the magickal Final Eternal Breath. Mateo must be under the effects of a time-based magick in order for her to actually use the skill.
In Eternal Breath Valuria weaves her magic around herself and her her foes. She traps her targets in several weaved spheres of time, some fast, some slow, some stopped. She lifts these spheres into the air with the target inside of them. She then holds her hand to the sky, and with a single breath cracks time and space itself. Valuria produces a vacuum in her hand pulling the anti-matter, and other such unknown elements into her hand forming a beautiful and elaborate sealed sphere of arcane glyphs and mist. She forceful(and with great effort) pulls the sphere into a full circle in front of her before extending her arm outward towards her target. At this moment the magicked spheres begin to spin and twist with the foe inside, compressing multitude of different times at one moment. She then expels the unknown energy from her hand onto the sphere. This magical sphere slows the negative matter, speeds it up, stops it, any multitude of things. Valuria ends this whole attack by closing her fist causing the now exploding time-spheres to condense and compress into the size of a marble. The vast pressure, and energies at work cause an implosion dealing massive damage to the single target, and heavy damage to anyone foolish enough to be caught near it(friend or foe).
Mercurial Celerity: If Eternal Breath is the damage half of Valuria's Finals, Mercurial Celerity is the supportive component. If Mateo so wills it, and is under the effect of slow stop, or disable Valuria will cast and act out Mercurial Celerity. A powerful move for anyone Mateo considers an ally,
In Mercurial Celerity Valuria holds her hand to the sky, casein the mercury in her body to twist around her marble skin into the air above her. There she rends time, infusing the metal with haste well above any mortal's casting talents. The metal which was once a pure sphere, now melts itself down over Valuria's body seemingly dissolving it under it's silver flow. This liquid then turns into a thin wisp and flies into the sky. This new quicksilver rains itself down on allies in range of the initial casting. Allies are covered in a thin layer of the magickal metal-liquid. This liquid allows them to act ten times faster then an average haste spell. Spell casters become so fast they can utter off 2 spells at once(and double casters can go up to 4!). Warriors could decimate entire armies, rangers could shoot volleys of arrows in mere moments(the sky could literally be blotted out!). This liquid is not pure murcury as through some weird magick it's ill effects do not transmit to allies. They taste only this pure celerity for ten seconds. As soon as the ten seconds are up, all the metal coating's drip away and flood into the shape of Valuria, asleep and energy less on the ground.
Appearance: Merideth even outside of her complete form is vastly bizarre to the larger public. She stands at 6 foot 3, and is not just statue-esque, she is a statue. Her skin is not like alabaster, it is alabaster. Merideth was carved from the great crystal itself, and then sheeted in the beautiful white soft-stone. She is a living-statue. This makes her appearance both stunning and freighting, yet also majestic. Merideth can walk into a room and everyone will stare at her. Even if they don't they can't not help but to acknowledge the unique, and outright astounding and also bizarre reality of a walking, talking, and alive automaton Merideth's body is smoothed to a perfect glimmer.
On her face she wears a porcelain mask, eyes closed, and lips shut. The mask is as white snow, and plain. She refuses any artwork on it. She does not want to taint something that was sculpted so perfectly. Merideth's mask may cover her true face, but she can see and speak perfectly, as if it was not there at all. Her real face, if one removed the mask(which is a rare occasion) is nothing but crystal. Her nose, her lips, her eyes. All of it is chipped forms from a crystal edifice. She much prefers her mask on..The glowing yellow-orange face often freaks people out more then her mask. Her ears and her whole head is otherwise carved of marble and covers the crsytal. Her hair is sculpted into a short bob around her skull, except the bangs which are pulled to the side of her face and behind her ear. Carved of white marble are Merideth's Veiran ears, which are actually shorter then the height of real Veira. Her ears are textured so finely that they resemble fur(strangely enough), although if touched they are clearly hard as stone. At the tips of her ears tufts of crystal spray out, revealing herself as a faux-viera.
Merideth otherwise is entirely composed of alabaster skin. She is after all a statue given life. Merideth may be mostly composed of crystal and rock, but she has a free range of movement. In her joints(and visible to a point), are gears and cogs. These mechanical devices twist and turn and pivot and whirl allowing merideth to move as physically and fluid-like as a human. This is in all of her joints(neck, knees, ankles). Merideth's skin is snow white. Through her joints one can also see the slightest gleam of the crystal that hides under her marble exterior. Merideth is made of minerals, so whilst appearing quite thin and tall, she is actually extremely heavy(In water for example she can't float. She simply sinks). Merideth's weight also provides statistical backing as it's very difficult for average strength to throw her around. One other thing to note about merideth is that her skin is not just pure alabaster slabbed. Veins of gold and silver line over her body connecting the many pieces of stone together, and making her whole. These lines of gold and silver are delicately and ornately inlaid in her body itself. They are like tattoos in her skin(but made of metal rather then ink).
Merideth does not like being stared at by the general populace, but as much of her is a quandary so is her apparel It both covers and reveals Merideth in many ways. Merideth chooses to wear a hooded-duel-layered caplet that covers her upper face and mask revealing only the pearl-lips in the unshaded portion of her face. This hood extends down into a caplet that covers her upper torso(and is layered over). The upper layer dangles gold-chains over her body that end with turquoise gemstones all the way around. This caplet is a 360 cover, and drapes over her shoulders, chest, and back. Merideth wears under her caplet a leather gold-chain encrusted bodice which is tightened quite heavily(as much as you can to a rock). This Bodice covers her rock-carved breasts, which are a subtle B cup(they are rock, so they don't bounce or anything That must be pointed out!). This bodice still exposes her midriff, which is carries a tiny carved slit for her belly-button. A Jewel of gold and crystal pierces this slit. Merideth wears metal plates over her hands when out of combat, but when combat gets tough she is known to take the metal gloves from her hands and transform them into claws on her fingers.
Draping off Merideth's hip is a leather layered-double-skirt. The the underskirt covers her upper thigh, and is made of woven metal. The over skirt drapes to the ground covering her feet, and is of similar material as most of her clothing(a heavy soft leather). Merideth wears just below that ankle-high boots(which are make her even taller). The boots are made of similar leather as the rest of her attire. The shoes are equally wrapped in gold and silver lace and inlays and foils. Instead she lets her marble feet touch the ground. Golden Anklets wrap around her legs motifed with hourglasses. She also has gilded armlets and bracelets both of which follow the similar theme. Merideth is known to hide herself in a thick drab rope with a hood despite her average clothing. She does this more to cover herself and stay somewhat inconspicuous
Personality: Merideth is...Difficult. She is both wise and naive She can be both mysterious and direct. Merideth was born as a tool, one who did not feel "emotion" in the same manner that you or I would. She did not understand what sadness, loss, anger, Joy, what any of that meant. Until her freeing Valuria did not have any feeling...She just acted as she was told.
When Merideth was freed by Ultima, the emotions that came though were brand new. She was a machine given the ability to feel emotion. At first that emotion was extreme. She could not control her feelings, and she felt only the strongest shades of emotion. She was not angry, she was enraged, she was not happy, she was joyous. Her sadness was much worse. These emotions ruled her, and she was insane. She was imprisoned in this insanity. Stasis mellowed her, and cooled her. It took many years, but when she re-awoke those emotions were no longer burning rage and exuberant ecstasy. They had calmed so greatly that they are but whispers.
Merideth is calm, and stoic. She is both this through nature, and by design. Rarely does she show emotion. She looks at the world through a level head and a focused mind. She realizes that her insanity from before the stasis was caused by her newness to emotion, and thus she tries to avoid the sensation of emotion. She tries to lock all of her feelings away, and instead takes a logical and though full approach to the world. She is pragmatic, logical, and direct in her actions and influences. She is honest(she has no reason to lie about her intentions). She can be manipulative without her noticing it, and she can even be extremely oblivious(and sometimes incredibly aware).
She is paradoxical. Merideth is wise, and yet new and naive to the world. She was created as a tool for the Occuria to shape the world. She is much equivalent to a neutral goddess. She seeks to make sure the world(time and space) is balanced. Her morality is true neutral. She does not commit acts of kindness or malice unless they directly effect balance and she must intervene. She is wise in her age. Even without her ability to see in the past or future, she mysteriously is able to guide the hands of fate in some direction. This direction is in her mind the “right” path for the world. Whatever this path is, she is resolute in that belief. Despite her convictions, Merideth is also quite naïve. Her inability to foresee the future, and her time spent completely and utterly asleep, has utterly produces a blank space in the once omniscient scion. This world is nothing like she believed it would have been. It is nothing like she foresaw, or the future she wants to lead it to. This blank space makes somethings very new to her(airships for example).
History:
Merideth is/was a creation of the gods. Of the Occuria. She was one of the scions, but not one of the selected(Scions of Light or darkness. She did not even have an astrological sign), something more and yet less. She had no willpower of her own, she was a tool of vast power. According to legend she was carved from the great crystal herself by a Viera sculptor for the god's as a present. The god's fell in love with the sculpture and decided to give it breath and life. Whatever magicks they imbued into that statue, they managed to create a new scion. Valuria the eternal.
Valuria the Eternal was a scion like her sister Ultima the High-Seraph, and her brother Chaos Walker of the Wheel. The god's had to give her a purpose, a reason for existence Every scion had a job in the god's plans. Valuria was an incredible creation, who without intention had power over time and space. At first this great power caused the god's distress, and the Occuria wondered what Valuria would be suited to her. Her mind was blank, and her desires were only to please. Valuria presented to the god's something they did not have before. Valuria could see into the future, and thus her role was to be the auger. She would foresee the future, relay that to the gods and that way they could alter the present to make the future brighter for them and the world. They had the mortal races construct a temple to her in the now Paramina-Rift, and high atop one of the cliffs Valuria sat in a marble palace, The auger with he power to alter the future as she saw fit. The Occuria chained Valuria to the palace with magicks, and locked her into the deep palace. An attempt to keep her from freedom.
For many years the Eternal sat high above clouds of the rift. There many mortals came to her and she divined their futures. Just as often the Occuria descended into her temple and asked her questions of the future. In one question she had proved her second mistake to the god's. In all her infinite wisdom they asked for the future of the scions, and the future of Valuria. What would it be like?
Valuria was by no means a perfect creation, even with all of her power. She was naïve at first, unbelieving her makers could do harm or wrong. She looked through time's streams and witnessed a great war in which her sister Ultima stood the victor with the scions against the gods. Valuria relayed this information to the gods, and unknowingly she altered the course of that war. The god's had not known of it, and would not have if she would have spoke about it. Ultima would have won the war, but the secret was out.
The war finale burst onto the scene shortly after Valuria's divination. Ultima came to Valuria, and asked for her aid in the war. At first Valuria declined the plea, but then Ultima wove her magicks and freed Valuria from her prison. The temple's wards no longer held Valuria to its stone structure. Valuria had become free, free to make decisions on her own.
Freedom corrupted her in some bizarre way. The moment her chains were undone, Valuria opened her eyes to a future that would have, could have been. She saw herself sitting where the occuria once did, Giruvagen as her temple and her shrine. The masses lived without her interference, and the scions worked only towards pure balance. There was no disease, or death, or pleasure, or life. Everything was nothing, and nothing was everything. It was perfect, pure and utter balance. Valuria became so enthralled by this idea. Her intened purpose was to make time and space balanced. To make sure that nothing went against the grain, and everything worked towards utopia(or at least the occuria's definition of such). She could see this perfect world...and only the occuria stood in her way. Only through destroying them, and creating utopia would she herself obtain perfection.
She felt no love, or hate. She joined the war efforts for neither side, and waged against both her sisters and brothers, and her masters. She felt no alignment, for no-one perceived her dream. No one would understand the strive for perfection. Ultima just wanted to be free, and the Occuria wanted everyone under their thumbs. So Valuria attempted to take on both sides all at once. Valuria lost, but not before reducing the scions strengths significantly. This allowed the Occuria to strike, and eventually win the war.
When the war had ended, and much devastation had rained the god's judged each of their creations and punished them accordingly. Of the espers it was Valuria who suffered the harshest penalty. The occuria took to heart the mistake of creating something so powerful, and unstable(although it would not stop them from later creating Zodiark, who they feared even more then the eternal). The loved Valuria so deeply, they could not bring themselves to completely destroy her(although her crimes were sever enough to face such a trail). Instead the Occuria decided to imprison her for eternity, and wipe all existence of her from the world. They would remove her from existence and keep her a secret, she was too unstable.
They took nethacite, a very large chunk(a pure chunk full of magickal power) and called it the Sun-Cryst. They latched the sun-cryst onto Valuria's skin, and for what seemed to be years they had it rend mist from her body. At the end of this gruesome process they placed the powerful nethacite at the Pharos, ensuring that Valuria could never get a hold of that power again.. Valuria on the other hand had fallen to pieces Her crystal life had been drained so much that it weakened her completely Much of her natural magick had been leeched into that piece of nethacite. In this weakened state, Valuria could not resit the prison they trapped her in.
They placed her in the Mountain temple she once called home, and this time tried to ensure she would never leave it again. They wrapped chains of nethacite around her weakened body, and strung her up in her own temple hanging over a pool of water with little chance of escape. The nethacite overcame her natural mist regeneration and competently shut her down. They then destroyed the temple, causing it to fall down the mountain and cover itself in snow. No one should have ever found the creature known as Valuria, no one should remember her, she should never awake again.
But, she Did awaken. The day the sun-cryst was destroyed, Valuria awoke. She felt the nethacite shatter, and the power that lingered in that nethacite suddenly dissipated away. That power was a part of her, even if was far away, even if it was not with her. That magickal energy suddenly shocked her awake(enough that she could overcome the chains that wrapped her alabaster skin). What's more the chains that bound her had fallen to pieces and no longer held any power over her. For whatever reason they had stopped pulling the mist from her body, or Valuria was resisting it somehow. She was awake at last.
Like a machine long since forgotten, Valuria had rusted in a sense. She felt like a relic. Her makers had hidden her deep in the Parmina-rift. There she awoke to a very awful existence Her gears had rusted, her stone skin was dirty and smudged. Her ears had been chipped off, and laid in shambles on the ground. Merideth awoke as if she was a rock tossed into a river. She was ancient and eroded. She had once guided time, and now time was cruel and turned her into decay.
In these first few hours she had cursed her makers because they had abbanded her. She felt so worthless. She could not muster any magic, and barely had the strength to move. She was surrounded on all sides by walls of carved rock, and waterfalls. She lied tormented in a temple of silence. Valuria spent days in that temple in bitter agony. Hidden under the snowdrifts, and frosted streams. Valuria stood in the middle of an intricately carved underground temple. Enough time she had spent in that festering cavern that merideth finally let go of her emotion. She let go of the rage, and anger, and decided to seek out her creators for answers. So she left the temple, dug out of snow and rock and went into the rift.
Valuria was not prepared for the world that greeted her. Even as the mist began to flood her body and she could run, and move, and the rust glittered into new Valuria entered a frozen valley. The snow compounded against her body, and even with all of her might, she was consumed by the all white world around her. Much time passed as she was buried in the snow.
Luck came to aid Valuria for a Nu Mou attendant to the sacred mountain, came to the rift seeking respite and solitude. The old being happened to stub his toe on hard rock(merideth). This Nu Mou was quite surprised by what he had uncovered(and merideth had fallen back to slumber from the snow). He rallied a team of men and woman, and through great effort the uncovered her, and took her back to Mt. Bur-Omisace. There the attendants of the faith took her into their care. They knew she was a relic of the old-times and through great magicks they repaired Merideth physically Although much of her magickal power was still locked away, and she was emotionally distraught This world that she woke up to was nothing like her memories described it would be. This world was so different Her makers had abandoned her to rot and decay(they did not even bother to clean her up in her dormancy) and none of the scion were within her contact or reach. She was alone amongst mortals, in a world nothing like she could have imagined it would be.
For the time that Valuria was safe and alive, She slowly warmed to the world as the people of the mountain warmed to her. Valuria had lost her name in her dormancy, so the people called her Merideth. Whilst never physically or socially showing her grief and loneliness, the people of the mountain offered her insight into the new world. Just as she did was she could to describe the old war(much of her memory had been lost unfortunately). The same child that found her became a great friend. Merideth for once tasted life the way mortals did, and she in her own way loved it. She dedicated herself to being apart of the mountain's culture, and she eventual became a teacher amongst the scholars and refugees. Merideth's life was perfect. Perfection never lasts long.
The merge broke the world asunder and forced all time streams all into a single thread. This event was catastrophic to the world. This catastrophe caused time to ripple and send a force outward towards anyone who would feel that tingle, that call. This ripple was so powerful, so potent that it awoke Merideth's old talents, and in a single moment forced her out of time and space.
In that brief moment she somehow regained some of her memories, and watched how the world should have been. The world was never meant to be what it is now. The occuria should never have lead the humans on as long as they have, and much would have to be fixed. Valuria would have taken their role as the one true god, her scions doing their jobs to ensure balance in the world. The world would have been perfect. Complete and balanced.
Through this flash-awakening Merideth pulled herself back into the regular flow of time, the prime-flow. Here she set on her task to complete her original mission. The world would either welcome her as a god, or fall to the tidal wave of her might. Merideth set out from her once “normal” settings. Now with the intention only to fix the merge, and then go about the conquest, Merideth is seeking anything to help her regain her old magickal strength....Her journey could take millennium but she will never falter or waver in her duty. The world will be a utopia.