In a cataclysm known as the Nightfall, the worlds were almost completely destroyed by a harrowing surge of darkness.
In the shadows of the ensuing chaos a new group has taken shape. Led by an Aegyl named Kalos, the 11th Hour touts an esoteric knowledge of how to combat the darkness and restore the worlds. They might be the worlds’ best chance at survival; but nobody really knows enough about them to confirm or deny their claims.
On the brink of collapse, the universe holds its breath in anticipation. Of restoration? Of destruction? It is up to individuals like yourself to decide.
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What was the inspiration for them / do they embody a particular feeling or emotion?
Foehn embodies the emotions of a free spirit, a wanderer of the stars who does what he wants and helps who he wants. The true embodiment of a pirate, he finds pleasure in exploration and discovery, as opposed to seclusion and being anchored down by one area. But where he lacks faithfulness to a cause or a home, he makes up for in faithfulness to friends and loved ones. In a sense, this is his anchor to reality: a handful of people he’s willing to fight tooth and nail for.
Name: u’Foehn Izur
Nickname: Foehn
Age: 23
Gender: Male
Species: Gria
Being Type: Somebody
Position: Chaotic Good
Appearance: Small is really the best way to describe the Gria, as he is slender, short (standing at a good 5’ 3”), and slim, the perfect frame for one agile as him. He is lightly tanned, from having grown up on one of Jylland’s islands, and has green eyes. Grey draconic wings emerge from his back, a matching tail from his lower back, and twin horns adorn his ashen grey hair. He likes to wear loose, baggy pants that cut off just below the knee and a loose crop top, with his bindings underneath. A few earrings and a pendant are his only pieces of jewelry, and his only other attire is simple shoes. From his belt, his flintlock hangs in its holster, and his katana is tucked into it so he can draw it at a moment’s notice.
He does have another outfit, one that he wears to look more formal. It consists of a blue overcoat with white poofy sleeves, black pants, and boots that match his coat. Goggles adorn his forehead, and he wears more jewelry than usual, adding rings, some more earrings, and some bracelets. It is rather reminiscent of a Sky Pirate captain’s wear, and in fact, was where the inspiration as drawn.
History:
Ivalice, to many, is a land of commerce and empires. Most the races reside in large, bustling cities, working and roaming about, living their everyday lives. For them, things are fairly routine, whether they be shopkeepers, bartenders, or hunters. But there are those few who don’t appreciate being buckled down in such a way, those who drift from city to city, free to do as they please. These are the Sky Pirates, those fliers of airships that roam Ivalice, in search of adventure and treasure. This lifestyle appealed to all races, but it was the Gria who found themselves most drawn to such a lifestyle. Free-spirited and bold, they formed their own crews, and piloting airships, took to the skies, exploring their homeland of Jylland, and eventually the entirety of Ivalice.
Foehn was born of one such group, to the captain of the Airship Odin, and his first mate. Despite being born female, as he grew, it was clear that he favored things of a more masculine nature, and to ensure his happiness, his parents raised him as he wanted to be. Odin’s crew were a well-known group of treasure hunters, braving the ruins that many others wouldn’t to acquire the riches inside. Though Foehn wasn’t allowed to fight monsters at a young age, as soon as he could hold a sword, he was learning how to fight, under mentorship of his father. His early childhood was rather good, allowing him the chance to see much of the world as his crew traveled. During the winters, when it got too cold, they would settle in his parent’s home village, and Foehn would go through schooling, where it was found he excelled in dance and music, both instrumental and singing. Needless to say, Foehn was his parent’s pride and joy.
The crew deemed the young Gria battle-ready at the age of fourteen, and with glee, he joined them in his first treasure hunt, delving into an untouched desert ruin. With his rudimentary magic, and 9 years of blade experience, he excelled, not surpassing those above him. However, he did progress much faster than expected. From then on out, he joined the hunting parties, increasing his combat skills on real monsters instead of training dummies. In this time, his inherent magical power began manifesting, and he found himself capable of enhancement magic and illusion magic. This was rather unique, and had never been seen under use of another crew member, but regardless, it was useful to him. With no one to train him, he had to train himself in use of the skill, and in doing so, managed to manipulate it to how he wanted it to be used. His style of fighting was unique, as he would single monsters out, and fight them alone, allowing him to focus entirely on the one target
At 18 years of age, Foehn reached adulthood, and with it his crew’s tradition of adulthood. For a year, he lived in Rabanastre, not exploring, but learning what he wanted to. With enough gil and some persuasion, he studied the art of playing the violin, as well as dance. This year went by slowly for him, but it was beneficial, as not only did it encourage him to learn what he enjoyed, but more about himself, as well. He finally began dressing in a way that was more masculine, which wasn’t very hard as is, and lived his life as he wanted. He would say it was the happiest year of his life, if only his family was there.
A year later, he sent a message out, and on his 19th birthday, his crew returned, picking him up again. He demonstrated what he had learned to them, which was met with joy from his family. In return, they presented him with a gift, one that caught him rather off guard. They had purchased him a smaller airship, one capable of being manned by a single person, and told him to explore as they would. It turned out that his father had injured one of his arms and one of his wings, and couldn’t captain the ship anymore, so for now, the crew was out of commission. With a large feast to celebrate his birthday and a heartfelt goodbye, Foehn began his own adventure.
The fall of the worlds, however, hit Ivalice just as much as any other world, and Foehn found himself waking up after the Heartless took over his home, 6 months past his departure from his crew. Traverse Town was where he was left off, and though confused at first, he managed to make somewhat of a living, working odd jobs for munny. He eventually managed to get some work done with the machinist’s shop and the synthesis shop, where he learned about a method of travel that would let him go between worlds: Gummi Ships. With enough money and persuasion, he managed to get the blocks to assemble his own, and finished around the time rumors of the Keywielder saving the worlds. Fortunately for him, the fall of Ansem awoke the worlds, and he was able to return home in his new ship.
However, that adventurer’s spirit still lingered in him, and he found himself itching to venture out into space to see the worlds. A month’s visit with his family was enough to convince them, and he and several Gria, including his parents, flew off into Gummi Space, eventually landing in Twilight Town, where they made a living. Foehn would adventure among the worlds, eager to see all he could. This was how a majority of his time to the modern day was spent.
Unfortunately, his Gummi Ship began wearing away from Gummi Space Heartless attacks, and in time, he found himself with a broken-down ship, stuck in Twilight Town, where he remains to the current day, eager to once again travel the stars.
Current Primary Objective: To explore the cosmos, and experience all he can. He’ll fight to defend the light, but won’t go out of his way to do so. He’s in it to learn what he can, and share the stories back home.
Learning type: Interactive
Personality: Gria are often viewed as those adventurers who are just in it for a good scrap, brash, on point with a blade, and rearing for an adventure. And, to be quite frank, they would be right. Gria by nature seek adventure, whether as monster hunters, sky pirates, or whatever else. Foehn too seeks adventure like his people, but in the respect that he doesn’t like to see the same thing. No, his passion is new things, learning and teaching what he can as he goes along. He can handle being tied down somewhere, but it’s the drive to explore something fascinating and new that motivates him to work to his fullest potential.
As an individual, Foehn is about one of the most caring people one can meet. Malice isn’t something he really feels he understands, or cares to for that matter. He will fight to protect, but very rarely does he choose to kill or finish, leaving that to anyone else who might want to. For those he considers friends, allies, companions, or anything of such, they can count on his support no matter what the situation. Kind words and smiles are his favorite gift to give to people, and he feels that kindness to all who deserve it is the way of knowing one’s self best. He can even be seen trying to converse with his enemies, if they’ll give him the time to do it.
His main hobbies are music and dance, two things they bring him joy. He enjoys the rhythm of them both, finding it calming and peaceful. This philosophy is applied to how he thinks of things and how he battles as well, clearing his mind, so to speak. Because of this, he may seem a bit spacey, but because to him, the rhythm overrides the words or actions. He also enjoys conversing with people, telling stories and talking about life in general. A good story and a cup of tea is all it takes for him to warm up to you.
Home World: Jylland, Ivalice
Natural Affinities/Abilities/Skills: Foehn’s abilities stem from his inherent magic, and hav been honed with years of training. His powers fully manifested about 13 years ago, so one could consider him moderately proficient in using them.
Challenge: Foehn best fights in one-on-one battles, as he is able to not worry about the stress from other attackers and focus on his target. Because of this, his magic began manifesting in such a way that when he focuses on one enemy, his perception is increased against them, allowing him more accurate strikes and quicker dodges. The drawback is that if another party attacks him, this concentration is broken, and takes two posts to rebuild. Foehn is capable of extending this ability to an additional enemy as a spell-like ability, to a max of three, but at expense of occurring additional 2 post penalties.
Provoke: This ability is a tie-in to Foehn’s duelist style. As a spell-like ability, he can provoke one enemy to focus on him instead of someone else. This can be used to get an enemy off of an ally’s back, or to single an enemy out to allow activation of Challenge. Useable every 2 posts. Basic NPCs don't get a check, stronger NPCs need a range of 1-3 on a 6 sided die roll to be provoked, and player characters need a 1 or 6 on a 6 sided die.
Trickster: Instantaneously, Foehn is rendered invisible, as three illusionary clones of him are called. While invisible, only running into him will allow him to be found. Attacking will break the illusion and invisibility, as will defeating all three of his clones. Because he is at a very low risk of being struck in this form, he can regain focus for Challenge at half of its current recharge rate.
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In terms of skills, Foehn possesses honed agility and preciseness, and he is capable of free-running at a moderate skill level, as well as going long distances without losing breath. He is skilled mainly with swords, especially the katana.
Limitations/Drawbacks: Because he has focus on one enemy in battle, mobs of enemies tend to not be his forte. In addition, he is rather squishy, and therefore takes less hits to take down than normal.
Passive:
Heartborn Echo
Weapon:
A katana he’s carried with him since he received it at age 10. Has no name.
A flintlock pistol that acts as Foehn’s sidearm. Can be shot once per thread, as reloading it tends to be a bit complicated.
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Role Playing Sample: Dreams of traversing the stars, all those worlds were the biggest aspiration Foehn had. Ever since the discovery of Traverse Town and what was out there, his fascination with what lied beyond the limits of Gummi Space always intruiged him, fueling his drive for adventure. The chance to go places no one from his world has seen, meet potentially new races, new people, see new things, find new treasure. It was all such an entrancing thought, one that filled the Gria’s head often.
Which would often soon be followed by a low groan of boredom. He tended to daydream when not occupying himself, and today was no exception. He was perched upon the rooftop of his family’s small home, basking in the sun, but he wanted to be doing something. Sitting idle wasn’t really his thing. Still, the sun felt nice, and the lack of Heartless meant the only thing he could do was go into the market. Which he had done the day before, and the one before that. Repetition was boring, and he needed excitement.
But it wouldn’t come to him, so instead he opted to lay his head back and yawn. The stars weren’t visible during the day, but he could point out distinct ones at night, vowing to visit them first. They most often burned the brightest, as if calling to him, entrancing him to leave. Others had gone out, and the knowing of why troubled him, but deep down, he knew all wasn’t lost for them. So, in a sense, it wasn’t a big deal. Still, it didn’t make for much excitement.
A shift caused him to lie on his side, and he stretched his wings briefly before shutting his eyes. Maybe something would happen after a nap…
Clio has been busily scribbling notes into your paperwork. Her gaze flicks up to you after she’s finished. “Thank you for your patience,” her little voice muses. “It looks like you check out!” The moogle stamps your papers with an official seal which indicates that your entry into Twilight Town has been verified.