Profile
shirma Magnolie
"I cut my marionette strings only to lifelessly crumple on the floor."
Soleil Shirma is the previous identity of Shiroma Magnolie, before fantasia transformed her into her ideal self. Born into the Jackal Tribe of the Eastern Shroud as J'Lune, Shirma left his tribal home at the age of 16 to find a better means by which to live. After forming a party of adventurers that ended in failure, he wondered the lands in a furious haze, surviving in the wilderness, and enacting violence on unfortunate vagabonds. After one such fellow adventurer, a hunter nicknamed Zarg, bested him during one of his unprompted attacks, instead of putting Shirma to the sword, Zarg contained the feral Shirma and coaxed him into working under his then unnamed Free Company banner. The company eventually became known as NYAH, or Not Your Average Heroes. Shirma now owns and operates the company, as Zarg has been MIA for years.
Details
Likes
- Sweets
- Feminine fashion
- Hingan Literature (Manga)
- Alcohol
Dislikes
- Hot climates
- Rowdiness
- Bugs
- Cold climates
Personality
Manic pixie dream coeurl
Shirma often rushes headlong into any situation he can't immediately dissuade himself from. Fights, drinking competitions, wasting money on Hingan literature - most of which is dirty - he can't help himself sometimes.
easily upset
Years of invalidation and conflict has worn at his patience and temper, and he no longer wants to put up with petty annoyances.
Well read
In a world where literacy can be a luxury for many, Shirma keeps himself well read with books imported from Kugane, his collection of which just barely fits in his backpack. The nature of these books could carefully be coerced out of him.
white Magic
Shirma has always had an inclination toward restorative magicks, and with the help of a makeshift mentor named M'nwu, has only furthered that persuit. One day, he'd like to learn Black Magic for self defense, or maybe even some weapon skills.
virtuoso
Shirma has an interest in music and has previously proven himself naturally inclined toward lutes and other string-based instruments.
Lonely
Years of scarce companionship has left him less capable of communication, yet ever yearning for it.
Aesthetic
plot
Childhood and Tribal life
Born as J'Lune Tia of the Eastern Shroud's J-Tribe, Shirma was expected to take up the bow and hunt for his fellow tribesman. Though Shirma exhibited some amount of proficiency with aimed weaponry, he took a much deeper interest in white magicks taught to him by a mysterious, vagrant miqo'te named M'nwu. The tribes elder Nuhn insisted that healing was a woman's duty, not a man's, and was scolded for such inappropriate behavior. Shirma would continue to see this White Mage mentor regularly, often times a distance from the tribe for privacy.
M'nwu training a young J'lune
The few in the tribe who accepted J'lune and his talents often visited him with wounds and ailments in secret, but would never speak up on his behalf when the Elder Nuhn would chastise his behavior. Feeling disappointed in who he believed was his family, J'lune left home at the age of 16, much earlier than his fellow Tias would set out, in hopes to find a new family and a decent living.
Around this time, J'lune renames himself to Shirma Magnolie, Shirma being a Hingan term for White Mage, the profession he aspired for.
Alkaia, Isaac, James, and the First Party
Still 5 years prior to The Calamity in Carteneau, the newly named Soleil Shirma finds himself in Limsa Lominsa. Though opportunities are lacking here, since hearing about Vylbrand from some traveling merchants as a child, he's dreamed of visiting. Here, he met a fiery young Elezen duo comprised of a pale Ishguardian Dragoon named Isaac Vaains and a Vylbrand native Warrior named Alkaia Borris. The three quickly became friends and decided to start accepting applications for a fourth member to form an official adventurer party. The only one to apply was a dark Ul'dan Hyur named James Selvick, who proclaimed to be proficient in both black magic and sharpshooting. Being the only applicant, and not immediately sounding any alarms among the crew, they decided to welcome him into the group. This formed what is historically known as "The First Party".
Isolation and the Hungry Abyss
Nearly a year into the party's campaign, tensions rose when none of their expeditions were turning up a profit. Everyone pointed a finger at someone else. Shirma at Alkaia, for being reckless; Alkaia at Isaac, for being incompetent; Isaac at James, for being careless; and James at Shirma, for being stuck up and prissy. Alkaia mirrored James' sentiments, but still put most of the blame on Isaac. Fed up, Shirma cut his losses and simply left, not even asking for his share in the measly loot they'd amassed as severance. He returned to the Twelves Wood for a time, but couldn't face his old Tribe. He moved further north to an Ishgardian shutout camp where he met a band of knights. Their unwieldy aggression appealed to the angsty outcast, and he took up a greatsword under their guidance. What his mentors did not get around to discussing, however, was the inner darkness that stirred within ones self upon taking up the art of Dark Knight. A confluence of rage and misery that dwells within all of us, but moreso in the vigilantes who answer calls not heeded by those weaker and on high. An overwhelming force, even to it's own wielder, if not properly prepared for it. Shirma's despair was exasperated after a life of trying and failing, and was especially susceptible to the cruelty of the inner abyss. One night, in an incontrollable fit, Shirma left his bed and traveled eastward leaving behind him a trail of blood of both man and beast. He set out to live alone, away from parties or camps, more than capable of hunting, even more of defending himself against any who dare challenge his new way of life.
Years later, tales reached Gyr Albania of something unknown out in the woods, leaving scars on trees and bodies on paths, layered thick with the scent of death. He would frequently appear on the Centurio Hunter postings, the bounty accompanying his artist depiction raising by the week, as hunter after hunter either returned empty-handed or failed to return at all. One hunter by the alias "Zarg", known for his ability to subdue and capture moreso than being able to kill, caught wind of this. Before he felt fear, before he felt bloodlust, he felt sorry for whoever this was, lost out in the middle of nowhere, killing to survive. Zarg set out to subdue and question this individual - if they were indeed human, and if not, to sell to trappers at a premium.
Not Your Average Hero
Zarg; his wife, K'rishna; and a fellow hunter, Pechi, set out to Gyr Albania to question the locals, only to be met with shock and fear. Many plea with the party to stay away. A wandering Miqo'te healer happens upon them and does much the same, but when Zarg insists on going, the healer meets his incessance with her own, and refuses to leave the party's side. If they're going to go, they should at least be protected, and in worst case scenario, their remains should be left with someone who could provide a proper burial. She tells them she has information on where the mark was last seen, but refuses to disclose it if they leave without her. Having seemingly struck a deal, they wait for next light and leave together.
The healer had just encountered Shirma the day prior in the Dimwold, south of East End, and confessed as much as per her bargain with the hunting party. It wasn't long after stepping foot into that eerie woods that, unbeknownst to them, Shirma had spotted them and was prepared to kill. No sooner than Shirma had lunged at them from the shadows did he recognize the healer in their party as his old mentor, M'nwu. He hesitated in his advance, which gave Zarg the perfect opportunity to counter. The battle was hard fought, but with M'nwu there to anchor Shirma in reality, he was not the same beast others had fallen to, and thus was subdued.
Zarg had a proposition for his mark. Snap out of his ravenous bloodlust and join him at his side hunting bounties for gil, and live an honest life, or be turned over to local authorities, and most likely be executed for his innumerable and heinous crimes.
Shirma chose the former.
M'nwu saw the party off, and wished Shirma the best. She entrusted him with a White Mage job stone, reminding him that he can choose whatever profession he desires, but to never forget where he came from, or who that little boy always wanted to be when he grew up. Shirma was confused and ashamed, and wondered if M'nwu was at all surprised to find out it was him. It had seemed she knew for a while where he had been and what he had been doing. Mayhap that was what drew her to discourage hunters from seeking him out. Mayhap he was who she went along to protect all along.
Zarg, K'rishna, Pechi, and Shirma would all go on to found the NYAH Hunter's Company, the name being an anagram for "Not Your Average Heroes" and a pun on the onomatopoeia for a cats manner of speech - a play on all four founding members resembling cats. Things would go well, and the business would remain legitimate, but one day, Zarg would go on a job to never return.
Alkaia Boris
[ Former Cohort ]
A brave - or perhaps foolish - Warrior from Vylbrand. A founding member of The First Party, but has not been seen nor heard since its disbandment.
Isaac Vaains
[ Former Cohort ]
An Ishgardian Elezen, and recruit of The First Party. Very well may have saved Shirma's life on occasion, and refused to utter an unsavory word of him during the party's final feud. Has not been seen nor heard since the disbandment.
"Zarg"
[ Former Leader ]
Birth name unknown. Zarg was a skilled Centurio hunter, with considerable notoriety within the clan. He ran a hunting Free Company out of a Tavern in Shirogane before mysteriously vanishing with his wife during a job.
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Shiroma's Theme from Chocobo's Dungeon 2 |
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