Difference between revisions of "Traumatic Trigger"

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===Teenage years, part 2: From the Triggers to the Calamity===
 
===Teenage years, part 2: From the Triggers to the Calamity===
The Triggers were a remarkable mercenary cadre, with a sense of honor and professionalism that other mercenary groups usually lacked. They always accomplished the job at hand with minimal collateral damage, and never betrayed their employer if offered a higher price. Missions were accomplished quickly and cleanly, unless the employer was particularly vengeful or sadistic. During downtime between jobs, they were strictly forbidden to perform acts of thuggery, such as extortion, thievery, or murder. The most important rule the Triggers followed, was to never perform an job for free. This code ensured that while the numbers of the Triggers would never rival the larger mercenary groups, they would be highly regarded by most Limsans, including the Admiral Merlwyb herself. Ironically, breaking this code was what led to the Triggers' demise, at least in the mind of Trauma. They had volunteered to fight in the Battle of Carteneau Flats for free, a noble gesture that went against the code they followed. Trauma refused to break the code; she sought “employment” from Baduron, with the price of her employment being a free drink and ten gil after the battle. The day of the fated battle came, and all but Trauma perished on the battlefield, as she was assigned to guard the one of the deity stones instead. When she returned to the Drowning Wench, she took her drink and payment without a word. Baduron noted that it was the first time that she looked emotionally drained and visibly distraught.  After a while, Baduron finally decided to ask her what she planned to do next, she said “I think I'll look for another job, maybe not in Limsa this time.” Before she left Limsa, she took She then left Limsa and headed in the general direction of Ul'dah, as the bodyguard of a lalafellin merchant.
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The Triggers were a remarkable mercenary cadre, with a sense of honor and professionalism that other mercenary groups usually lacked. They always accomplished the job at hand with minimal collateral damage, and never betrayed their employer if offered a higher price. Missions were accomplished quickly and cleanly, unless the employer was particularly vengeful or sadistic. During downtime between jobs, they were strictly forbidden to perform acts of thuggery, such as extortion, thievery, or murder. The most important rule the Triggers followed, was to never perform an job for free. This code ensured that while the numbers of the Triggers would never rival the larger mercenary groups, they would be highly regarded by most Limsans, including the Admiral Merlwyb herself. During this time, Trauma had many adventures with her fellow comrades, and alone as well. Of particular note was one particular mission to the Garlean occupied Doma, which lasted for 5 summers. It was during this time that the groundwork of the rebellion that would later happen was set up. Throughout all the missions however, Trauma always followed the code with her heart. Ironically, breaking this code was what led to the Triggers' demise, at least in the mind of Trauma. They had volunteered to fight in the Battle of Carteneau Flats for free, a noble gesture that went against the code they followed. Trauma refused to break the code; she sought “employment” from Baduron, with the price of her employment being a free drink and ten gil after the battle. The day of the fated battle came, and all but Trauma perished on the battlefield, as she was assigned to guard the one of the deity stones instead. When she returned to the Drowning Wench, she took her drink and payment without a word. Baduron noted that it was the first time that she looked emotionally drained and visibly distraught.  After a while, Baduron finally decided to ask her what she planned to do next, she said “I think I'll look for another job, maybe not in Limsa this time.” Before she left Limsa, she took She then left Limsa and headed in the general direction of Ul'dah, as the bodyguard of a lalafellin merchant.
  
 
==Annotations==
 
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This Template was created by [[Deirdre Ta'ea]]
 
This Template was created by [[Deirdre Ta'ea]]

Revision as of 05:03, 1 September 2016

 Traumatic Trigger
TT.png
Trauma here, pleased to make your acquaintance. What, expected a more Elezen Name? Traumatisme Triggeroix at your service then.
Gender Female
Race Elezen
Clan Duskwight
Citizenship Formerly Limsa Lominsan, Currently Not Affiliated
Height/Weight 6 fulms 9 ilms, 233 ponze
Age 48
Occupation Mercenary, Bodyguard, Bounty Hunter, Chocobo Breeding Consultant
Alignment True Neutral while employed, otherwise Chaotic Neutral
Marital Status Single
Orientation Grey Asexual/Homosexual
This character article or section of a character article is a stub -- a small, but growing, work in progress. If you're the creator of this character, why not consider expanding it?

Character

General

Physical Appearance

Trauma is a remarkably imposing Elezen, almost comparable to an average female Roegadyn in both height and build. Despite her age, she has the appearance of a woman still in her prime, possibly due to her stunted ability to feel the darker emotions. Her skin tone is an unexotic dark brown, making it fairly easy for her to pass herself off as a Wildwood. Her face is decidedly less average, as the combination of a massive scar and a cybernetically augmented glass eye make her immediately recognizable; one can easily tell that her first name is somewhat related to her history. The aforementioned scar runs diagonally, from the top of the eyelid, across the nose, to the opposing cheek. This scar seems to be caused by some sort of magick or cursed weapon, because it appears as red and raw as it was on the day she received it. Her mismatched eyes are a point of interest as well, the right retaining its vivid crimson coloring, while her cybernetic left eye is an eerie off white color. Long white hair with medium sidelocks and bangs frame frame her visage, conveniently obscuring any bruises on her forehead caused by headbutts. Unlike most Elezen, her ears are freakishly small, almost resembling sharp Hyuran ears instead. Her body has a well defined, slightly bulging musculature and is heavily toned, as expected for any lifelong mercenary; but unlike her face, it shows very little sign of combat damage, a possible testament to her skill or her preference for ranged combat. She is relatively well endowed, but this is obscured by her musculature and her preference towards modest clothing. She has hands and fingers are rough and callused, due to her almost everyday usage of firearms and martial arts. Her legs are no different than the rest of her body, having well defined muscles that see frequent use.

Wardrobe

Trauma is almost always seen in the dress uniform of her old mercenary troupe, which consists of a jet black company tabard and black pants. She considers this outfit to be sufficient for every situation she finds herself in: it is formal enough to be worn to formal gatherings, lightweight enough to allow her to move without restrictions, and comfortable enough to wear in casual situations. When wielding her greatsword or starglobe, she ties the wrappings for them around her waist, making it resemble a long skirt. She never wears armor; she considers it useless because she thinks it slows her down while not offering enough protection from attacks. While not visible due the high collar of her uniform, she wears a necklace made of 10 gil strung together with a mythril chain. She also considers her weapons as part of her wardrobe as well, as she is rarely seen without her full ensemble of weaponru (too bad this can't be displayed in game). Trauma carries her greatsword and starglobe wrapped in a black cloth on her back, along with her bow. Her revolver is holstered on her right hip, and the aetheric converter that machinists use to generate ammo is worn on the opposing hip. The belt on her waist holds her grenades as well as a pouch for her poisons. Her throwing daggers are sheathed in a bandolier worn over her right shoulder. Her actual combat daggers are sheathed at her shins, as there isn't space anywhere else to reasonably attach them to.

Personality and Mannerisms

Professional and pleasant are the first words that come to mind when describing Trauma. She carries herself in a refined, deliberate manner, which allows her to charm her clients into paying her a bit more for their jobs. She rarely uses foul language, saving it as a tool for threatening if a situation calls for it. When she isn't job hunting, her professional attitude is decidedly less pronounced; she has been known to buy drinks or meals for random strangers, as well as tip or overpay bartenders and merchants for no obvious reason. This stems from her belief that wealth should not be hoarded, and that it should always be spent, either for the enjoyment of self or others. The other reason why she tends to be very loose with her gilpurse is her supreme confidence in her martial abilities: She knows that a mercenary of her caliber can simply make more gil if necessary. Despite her relatively storied and sordid past, she appears to have no emotional burdens, and simply is living out her life as she pleases before she rejoins her comrades “Over the Rainbow and Beyond the Time,” according to herself. While being a relatively straightforward individual, she prefers to use unusual euphemisms and glib comments to make her displeasure known. Her time spent in libraries allow her to understand and enjoy entertainment that is normally reserved for the upper echelon of society. Her appreciation for the more complex arts doesn't hinder her enjoyment of the baser forms of entertainment that is provided for the common folk; she is just as likely to be found in a bar as she is to be found in the audience of a famous lecturer. She can also be an enabler at times; if she sympathizes with the plight of an individual and happens to be in the right mood, she may charge “special” rates that are affordable for that particular individual. This practice serves as her loophole for getting around her personal code of never doing a job for free.

Religion

While not the most devout individual, Trauma can not deny the existence of the twelve as she was assigned to a squad responsible for guarding the deity stones during the Battle of Carteneau. Having personally observed the power of the deity stones firsthand, she is quite ambivalent about their existence. She simply figures that if she hasn't been zapped by a giant pillar of light from the heavens, she's not important enough for the twelve to take a personal interest in. What she does earnestly believe in, is that the souls of the dead inhabit the stars in some form or the other, a belief that was introduced to her as a child by her clan. This gives her solace and comfort, as she can rejoin the ones lost to her over the rainbow, beyond the time, through the door of the stars.

Combat

Actual Mercenary work is not glamorous or honorable at all, and Trauma knows this better than anyone else. Being a veritable walking armory and having access to decades of experience, she picks the right weapons for any combat scenario and wields them to deadly effect. Using a combination of strength, precision, and speed, her approach to combat can only be described as one of deadly efficiency. If killing her opponent is necessary, she will almost always perform a double tap to the head with her revolver to ensure that her mark will not die a slow and painful death. She can't use magick of her own accord in battle; she owes her ability to use astrologian magicks purely to her creations from machinistry, as her custom starglobe can channel the aether from the stars for her. When she isn't on a job, she is surprisingly adverse to actual combat, as she doesn't see a need to partake in conflicts that don't result in the death or serious injury of either party. However, should she be forced into combat in the name of self defense, she has no qualms about killing if she perceives there to be no credible witnesses around; if so, she'll settle with giving them a thorough thrashing instead. While she eschews all forms of armor, the way she arranges all her combat gear on herself allows her some sort of protection. Her back sheathed greatsword allow her to deflect attacks by turning her back to the opponent, and her daggers sheathed to her knees allow them to serve as makeshift shin guards. While her age hasn't affected her lethality much, her defenses have become more brittle as time passes on. This fortunately doesn't affect her most of the time as she dodges or parries attacks... but combat is fickle and one can never tell what will happen next.

Attributes
 
   Strength
   P.Defense
 
   Dexterity
   M.Defense
 
   Martial Prowess
   Intelligence
 
   Magic Affinity
   Luck
   
 


Weapons and Fighting Styles

Archery – Trained by her clan at a young age, she is proficient with the bow, although her skills have deteriorated somewhat due to preferring firearms for a ranged weapon. She still occasionally uses it when she is in a situation that calls for a stealthy long ranged weapon. She uses a Sarnga, as its compact folded design allows for easy carrying.

Musketeer → Machinistry – After her encounter with Flash Trigger, she trained under him and eventually became as skilled as him, although some of the crew mates whisper amongst themselves that she may have been able to actually beat him in a draw due to his old age. After traveling to Ishguard, she acquired the machinist's aetheric converter, and various turrets she uses in combat to great effect. In addition to gaining new weapons, her newfound tinkering abilities allowed her to add cybernetics to her glass eye, allowing her to perceive the flow of aether. Her current 5 shot revolver is one of her own design, reverse engineered from a rusted pre-imperial Garlean revolver.

Hand to Hand Combat – Even though all members of her clan were trained in unarmed combat, she spent an unusual amount of time sparring and improving herself, as she realized that weapons were not necessarily always reliable. She has spent some time studying under the monks of Ul'dah to further her art. Studying with the monks was her first exposure to the concept of controlling her force; she found that this concept of control allowed her to learn ninjutsu skills more easily. She utilizes two distinct fighting styles depending on her surroundings and opponent. For opponents that preferred to keep their distance, she uses a primarily kick based style, utilizing rotational momentum along with her long legs to effectively keep them from approaching. For opponents that managed to close the distance, she switches to a style that is based off of sudden explosive bursts of power, with the primary points of contact being the hands, knees, shoulders, elbows, and hips.

Daggercraft/Ninjutsu – Aside from being used as makeshift shinguards, she uses these when lethal melee combat is required as the amount of effort needed to stab or slice something to death is considerably less than punching or kicking. She learned a few tricks from the thieves guild, as her mercenary outfit occasionally worked together with them on some jobs. However, she never learned or bothered with daytime stealth; being an unusually tall elezen didn't make it very feasible. She studied ninjutsu in Doma, but her lack of aetheric proficiency only allowed her to perform suiton, a technique that allowed one to appear invisible during the daytime. She is especially fond of this technique, as it solved her longtime issue of being unable to blend into a crowd. After acquiring her aetheroconverter, she is able to generate a large fuma shuriken as a form of ammo as well. Her current daggers are the High Allagan Cleavers, as they're the perfect vertical length to serve as shinguards, as well as being relatively sturdy.

Greatsword – She found this particular greatsword from a fallen dullahan at Amdapor Keep when she took on a job to hunt down the Lambs of Dalamud. Upon closer inspection, she realized that it was no ordinary greatsword, as it had what appeared to be a soul crystal embedded into it. Her memory of the rest of that particular mission was fuzzy, but she distinctly remembered uncharacteristically slaughtering everyone in the Keep, including an Elezen that looked suspiciously like herself, wielding that same greatsword. After coming into posssession of this greatsword, she noticed that her senses of pain along with her darker more primal emotions, had become significantly duller than before her Amdapori excursion. She also notes that for some reason unknown to her, the powers that this sword offers are most effective when used against violent, bloodthirsty enemies. When not in use, it is kept tightly wrapped in a aether blocking black cloth in order to keep it inert.

Starglobe – Life in a mercenary outfit had its downtimes, she found that alcohol and tarot cards were an excellent combination. After attending some lectures by Leveva in the disguise of Lord Rufin in Ishguard, Trauma was surprised and intrigued that the cards held a deeper meaning, perhaps one that would allow her to possibly "wield magic." After a few moons of trial and error at the Skysteel Manufactury, Trauma came up with a heavily modified Ironworks magitek starglobe that supplanted the need for her to personally manipulate the astral aether. As it is still a prototype, this device is quite limited in power and rather unreliable, requiring constant calibration and realignment with the stars. While this arrangement has allowed Trauma to surpass the skills of Jainnequard, she still feels that her techniques were weaker than those of the white mages or scholars she has worked with in the past. However, she recognizes that being able to tend to the wounded is a necessary and valuable skill to have in the mercenary world. Similar to the greatsword, the starglobe is kept under wraps to prevent excessive aetherial interference from causing it to malfunction.

Tendencies

Favorites

  • Favorite Drink: Coerthan Iced Wine, Chocolate Stouts.
  • Favorite Food: Anything raw or seafood
  • Favorite Location: The highest point of Zenith
  • Color: Black

Likes

  • Training – In order to keep her body in top shape, she can often be seen exercising or practicing her skills on a training dummy.
  • Reading – Along with keeping her body in fighting condition, she spends an equal amount of time learning about various subjects, simply for the simple pleasure of increasing one's knowledge.
  • Actual Combat – In order to have worked as a mercenary for as long as Trauma has, a healthy love for combat is almost a requirement. One of the few primal pleasures she admits to partaking in, besting one in combat with whatever means available or necessary is sure to leave her smiling for the rest of the day.
  • Her Mercenary Code: Never harm an innocent unless absolutely necessary, and always avoid collateral damage if possible. Never take a job without some sort of payment, and always present yourself in a professional manner. Never partake in acts of thuggery unless paid, and always keep your employer's secrets. Most importantly, never take a job you cannot accomplish, and always finish the job.
  • Chocobo Breeding – She has acquired a hobby in chocobo breeding ever since the grand opening of the Manderville Gold Saucer; she moonlights as a breeding consultant at a Chocobo Ranch in the deserts of Thanalan.
  • Allagan Accompaniment/Defense node "Flash" – Lovingly nicknamed after her mentor, she is rarely seen without this floating allagan device nearby. It also doubles as a mount and a portable storage device.
  • Puns and Wordplay – A dimwitted fellow lacking a full deck of tarot cards may be referred to by Trauma as unBalanced and uninSpired. Trauma also notes that she never lies, she just commits the occasional terminological inexactitude, or is simply just being economical with the truth.

Dislikes

  • Closed Mindedness – She considers this a sign of weakness; only a complacent person would want to limit the knowledge they want to acquire.
  • Misers – Why bother acquiring money if you don't have the means or will to spend it? When dealing with misers and cheapskates in businesses, Trauma tends to charge more than her usual fare. Should they disagree, she simply apologizes for their business interests not being properly aligned, and bids them farewell.
  • Wanton Violence – Mercenary work is the monetization of violence, Trauma prefers the supply to be kept low so her bottom line is unaffected. If it doesn't directly involve her, she feels no obligation to stop it.
  • Sparring – While Trauma will eventually give in if badgered consistently, her efforts during sparring are only halfhearted, utilizing nothing but her nonlethal hand to hand techniques.

Strengths

  • Even-Tempered – While she is naturally calm and collected, her encounter with the strange greatsword in Amdapor Keep has made her incapable of feeling the range of emotions that fuel a dark knight. This is actually a major asset for her, as she can approach both battle and business negotiations with a clear head.
  • Generous – While not exactly a walking charity foundation, she spends most of her earnings from jobs on others instead of herself. If an acquaintance asks for money for a cause she considers worthwhile, she'll gladly part with some of her hard earned gil.
  • Observant – Her keen duskwight senses allow her to survey her surroundings and other people at a frightening speed. This is useful in many respects, as it allows her to enter combat with a decisive alpha strike, or setup a seemingly accidental kill on her unsuspecting target. Her recently acquired cybernetic implants in her glass eye allow her to visualize the flow of aether, which assists in tracking quarries as well as dodging magick attacks by prediction.
  • Adaptability – She assumes that nothing will go according to plan, and that nothing will go according to the backup plan either. This isn't an excuse to slack off on preparations for a job or a battle, but she accepts the fluidity of the battlefield and is always mentally prepared to counter whatever lies in store for her. When things do end up going completely south, advancing in the opposite direction is always a valid option.

Weaknesses

  • Poor sense of direction – She is perfectly at home in cities such as Ul'dah, Ishgard, and Limsa, but asking her to travel without some sort of travel guide between the cities will result in her supposed disappearance for a few days. Her reason for avoiding the forests of Gridania is also explained by this, the lack of obvious landmarks within the city and the organic layout of the city make navigation a living nightmare for her.
  • Bad with money – Some of her acquaintances joke that her gilpurse is indeed bottomless, as her earned gil tends to disappear within hours of her payment.
  • Nonexistent magic aptitude – Aside from astrologian magicks, she accepts that magicka simply isn't her thing. She still understands and respects the powers of magicka, despite the fact that she isn't capable of competently wielding them at all.
  • Disfigured face – Her face is a bit too memorable for her to easily blend into a crowd, and her facial scar tends to scare away the more skittish individuals.
  • Lack of peripheral vision – Trauma has had almost half a century to adapt to being blind in one eye, but this doesn't make up for having two functional eyes.

Other

  • Big Eater, Big Drinker - She requires more sustenance than the average Elezen to support her increased body mass and her active lifestyle. Her upbringing with the mercenaries of Limsa, along with her large body mass allow her to be significantly resistant to the effects of alcohol.
  • Multilingual - She is conversationally fluent in Doman by exposure, and is able to comprehend Thieves' Cant.

Relationships

Family

Friends

To be added

Enemies

Surprisingly enough, she has no enemies at the moment.

Rumors

Common Rumors

  • “Trauma offers a services at a reasonable price, with no questions asked. If you need someone to protect or someone to bump off, she's the woman to talk to.” - Ul'dahn Bartender
  • “I thought she was an easy hit until I found myself staring down the barrel of her gun. Instead of blowing my head off, she simply chuckled as she walked away, leaving her rather heavy gilpurse behind.” - Ishgardian Cutpurse
  • “It's a rare sight to see someone so heavily armed in the library, I guess it makes me feel... safe?” - Limsan Librarian
  • “She's quite knowledgeable on a great many topics, especially Chocobo breeding. Just don't ask her about her past jobs, she'll just stonewall you.” - Momodi Modi

Moderate Rumors

  • “A quick glance at her name told me she was a Hellsguard. While obviously not a Roegadyn, she certainly manages to please like one.” - Ul'dahn Courtesan
  • “Making it look like an accident eh? Well that's certainly a cut above the normal riffraff here. I guess I'll look into hiring her for a few little errands then.” - Shady Merchant.
  • "She can sing? and in Doman?" Limsan Tavern Keeper, upon overhearing her in the baths.

Rare Rumors

PC Rumors

History/Timeline

Trauma has a rather storied and sordid past, she doesn't openly talk about her childhood, especially to fellow Duskwights. She is more forthcoming about her life in Limsa, as she considers it a resume when she is seeking a job.

Childhood

Trauma was born to the chieftain of a particularly warlike Duskwight clan. This clan was known to raid other settlements on a weekly basis, and was significantly richer than most other Duskwight clans due to the loot they plundered during these raids. The loot was either kept if useful, or fenced to Ul'dahn traders if they held no functional value. These funds ensured that the clan could purchase the best weapons to continue their raiding lifestyle. The children if the clan were taught that might was right, and it was the divine right of the strong to take what they wanted from the weak. From the young age of three, the children were educated in both body and mind, as they believed that a strong body needed a strong mind to effectively control it. The most peculiar tradition of this clan however, was that they delayed naming their children until they had bloodied their hands, usually during a raid of another Duskwight settlement. Unfortunately for Trauma, she never had the opportunity to participate in these raids. The night before her first raid, an alliance of other Duskwight clans wiped out her entire clan. She managed to escape, but not unscathed; she received a massive scar on her face and a blind left/right eye as a memento of that day. Left without a name and a home, she took her bow and daggers and bid the caverns she called home farewell. She then headed out of the Gridanian woods, and headed in the general direction of Ul'dah, or so she thought.

Teenage years, part 1: A home and a name at last

Due to her absymal sense of direction, she ended up along the coasts of Limsa instead of the sandy deserts of Ul'dah. One day, she happened to stumble upon a group of human pirates transporting their loot into a grotto. She followed them into the grotto, but was spotted by a guard who alerted the entire crew to her position. She had never fought against firearms before, but noticed after the first few missed shots that they were basically more advanced bows. Like bows, they could be dodged if one could predict the path of the projectile before it was fired; her keen Duskwight senses allowed her to dodge the muskets with relative ease. It helped that the musketeers could not fire as fast as a seasoned archer from her clan, as they had to reload after every shot. After she ran out of arrows for her bow, she picked up a musket from one of the slain pirates, and copied what she had seen them do. It came to her more easily than archery, as she realized she didn't have to calculate projectile drop while aiming. After she finished off the remaining pirates in melee combat, she saw a platoon of Roegadyn mercenaries appear behind her. She assumed incorrectly that they were part of the pirates, and charged the closest one to her. These Roegadyns proved to be different than the pirate scum she just slaughtered; as soon as she landed a punch on the closest one, the rest of them dogpiled her and subdued her without much effort on their part. The Roegadyn she punched then introduced himself: he was Flash Trigger, the leader of the Trigger Mercenary group. Apparently they had been paid to recover the loot that the Hyurs had stolen, and were pleasantly surprised and impressed that their job had been performed by a lone teenage Elezen wanderer. Flash then asked if she was interested in joining the Triggers. Lost and alone in a foreign land, she was thankful for the opportunity to add some structure to her life, she accepted the offer. Flash then asked for her name, to which she replied that she didn't have one. After thinking for a moment, Flash said to her, “How about Trauma Trigger? Me bloody head still smarts from that punch, and the trigger of yer musket is certainly a force to be reckoned with.” It wasn't an Elezen name, but she didn't really care about that; she finally had a name and a home.

Teenage years, part 2: From the Triggers to the Calamity

The Triggers were a remarkable mercenary cadre, with a sense of honor and professionalism that other mercenary groups usually lacked. They always accomplished the job at hand with minimal collateral damage, and never betrayed their employer if offered a higher price. Missions were accomplished quickly and cleanly, unless the employer was particularly vengeful or sadistic. During downtime between jobs, they were strictly forbidden to perform acts of thuggery, such as extortion, thievery, or murder. The most important rule the Triggers followed, was to never perform an job for free. This code ensured that while the numbers of the Triggers would never rival the larger mercenary groups, they would be highly regarded by most Limsans, including the Admiral Merlwyb herself. During this time, Trauma had many adventures with her fellow comrades, and alone as well. Of particular note was one particular mission to the Garlean occupied Doma, which lasted for 5 summers. It was during this time that the groundwork of the rebellion that would later happen was set up. Throughout all the missions however, Trauma always followed the code with her heart. Ironically, breaking this code was what led to the Triggers' demise, at least in the mind of Trauma. They had volunteered to fight in the Battle of Carteneau Flats for free, a noble gesture that went against the code they followed. Trauma refused to break the code; she sought “employment” from Baduron, with the price of her employment being a free drink and ten gil after the battle. The day of the fated battle came, and all but Trauma perished on the battlefield, as she was assigned to guard the one of the deity stones instead. When she returned to the Drowning Wench, she took her drink and payment without a word. Baduron noted that it was the first time that she looked emotionally drained and visibly distraught. After a while, Baduron finally decided to ask her what she planned to do next, she said “I think I'll look for another job, maybe not in Limsa this time.” Before she left Limsa, she took She then left Limsa and headed in the general direction of Ul'dah, as the bodyguard of a lalafellin merchant.

Annotations

This Template was created by Deirdre Ta'ea