(Credit goes entirely to
Final Fantasy MUX for creating the original bio, background and general wiki information for one of my favourite FFXI characters. I just needed to post this on here because of a couple requests and also so that when FFXIV arrives, I have a vague template on which to build my charcater on).
Luzaf Cael Ephramadhi grew up the only child of Ephramad's royal family, and as a result, he was often spoiled in his youth. But in all truth, the finer trappings of royal life didn't keep his attention the same way the sea and the tall ships of Ephramad's royal navy did. Something about these ships always captivated him, and learning everything he could about them became a lifelong obsession. The social obligations and things that came with being the Crown Prince quite often came second, if it could be helped.
Along with his love of ships, Luzaf developed an appreciation for the arts. Before long, he had his hands full in dividing his time among all of his passions, his duty, and the rest of his education, including swordplay and marksmanship, both of which he took to with a natural ease. All of this on top of being a Prince, he didn't have many friends in his youth, but he didn't seem to mind. Those that he did become acquainted with, however, were treated to the company of a well-mannered, soft-spoken gentleman, with hardly an ill word for anyone, and as much of a love for his people and Kingdom as he had for his interests.
On his twenty-first birthday, Luzaf was gifted with his very own ship. It was ornately detailed, finely appointed within, and had two tall masts bearing pristine white square-rigged sails. The body of the vessel what darkly tinted, almost black, yet the trim and designs running just beneath the edges of the deck were etched in gleaming gold, and this included the Ephramadian dolphin crest near the bow. He was immediately enamored, and certain that he had received no finer gift. The ship would become known as the Ebony Queen.
Luzaf left his home in his twenty-third year, and sailed abroad. He spent six months studying in distant lands, learning from craftsmen and studying the designs of many sea-faring vessels, as was part of his passion. It was during his return trip to Ephramad that he got word of Aht Urghan's crushing assault on his home. With an alliance to the Mamool Ja, the Empire had razed Ephramad in a short eight days, and by the time the letter found its way into his hands, a fortnight had already passed since the war began. The Prince was left grief-struck, stunned, and enraged.
He changed course to the Arrapago Islands, and there he gathered what remained of Ephramad's once mighty naval fleet and established a provisional government. He would not be content to sit back and allow Aht Urghan to have its way, ruling the better part of Aradjiah, and the sea. He would do everything within his power to drive the Empire back to land, reclaim the Cyan Deep, and rebuild Ephramad. But in order to accomplish this, one first had to turn the tide.
The rise of the Corsairs came in the form of sustained guerrilla-like attacks on the Empire, their ships stalking the dark of night and lashing out at enemy forces, led by Luzaf's own Ebony Queen, which had been redesigned for war and aptly renamed the Black Coffin. A name which would, in the end, prove to be an ironic truth and a self-fulfilling prophecy.
Luzaf's persistence, his actions, and his success in combat earned him the title of Luzaf the Blackheart. Though for what it implies, one could wonder at the accuracy of such a title. Although many Imperials lost their lives to his Corsairs, it was very rare that any of his foes were left to suffer, or were thought to have been tortured. Whether they deserved it or not for their transgressions against his people, his enemies most often met a quick, merciful end.
Such attacks over time proved to be drastically successful, and the Corsairs had very nearly reclaimed the sea as their domain, yet the tide of conflict changed again when the Imperial Army became wise to the tactics and location of the Ephramadian rebels.
A plan was devised by the army, and after one skirmish ended on open water, the Corsairs were followed home, and set upon by Lamiae while they rested the night in Periqia. These Lamiae, under the control of the Imperial Army, were too much for the Corsairs to handle, especially having been caught off guard. Their numbers were swiftly cut down, their ships were destroyed, all save for one.
Luzaf made one final address to his closest friends and crew:
"All who lack courage are free to leave this ship for solid earth. There is no glory or honor in this battle, and it will rage on until you have gained or lost all you have ever desired.
"Yet I have faith that even without our king, you shall achieve honor through your companions. Even should you end up in an early grave, your friends will pass on the tales of your glory until time's end."
The Black Coffin, in a bid for escape, pulled from its moorings and turned to open water. It was Luzaf's hope that having more open space would give him and his crew a fighting chance for survival, but even his grand ship could only take just so much damage from the Imperial war galleys lying in wait among the waves. And though he and the crew of the Black Coffin are said to have fought valiantly, and with everything they could muster given the odds, Luzaf's defeat had come. A powerful cannon blast to the hull forced the Black Coffin to list violently and send the Admiral Prince overboard.
And in his last moments of mortal life, as his ship sank beneath the waves, he called out, "Great Odin, guardian of the Kingdom of Ephramad. I beseech thee... If it is but one swing of my blade, grant me the chance for revenge."
As his eyes darkened and senses faded, all feeling fled from his body save for the chill of the sea around him, and in his vision the hazy image of an armored figure in a horned helm, wielding a polearm in one hand, and sitting astride a mighty steed. Odin had answered his plea. In Luzaf's ears, like thunder, the Dark Lord's words rolled:
"When the Age of Judgment draws near, I shall grant thy wish... But once thy revenge is complete, thou shalt destroy mine enemy... Alexander."
The exact depth of these words were afforded no time to consider. They would follow the Crown Prince of Ephramad into an oblivion of 200 years.
It might as well have been a dream. He awoke on the deck of the Black Coffin, the vessel afloat as though it hadn't given in to the sea. And his crew... they were all present and accounted for, but something was unusual. Though all were present, aware, and awaiting his order, all of them were mere shades of their former selves. This was when reality struck him. It was no dream. Luzaf hadn't imagined the loss of his comrades, his ship, or his own life, anymore than he had imagined the apparition of Odin that had come to him.
Surely, he thought, it must be the time foretold by Lord Odin. It was time to begin his war anew against the Empire, time to strike them down and fulfill the anger which had merely slept in him for the past two centuries. Luzaf knew what had to be done, though it wasn't by his own effort that he came to a plan. Odin had sent one of his lesser servants, an imp, to assist the re-risen Prince, and to see the bargain with Odin to fruition.
Fate began to move forward, guided by Luzaf's hand, and himself controlled indirectly by the unseen puppet strings drawn from his wrath by his dark lord. Eagerly, he ventured into Halvung and Mamook, bargaining and dealing with Trolls and Mamool Ja alike, all in an effort to assassinate the Empress or seize the two automatons which would prove invaluable in manipulating, and preferably destroying, the legendary Colossus Alexander. And Luzaf very nearly succeeded. It was by chance that both puppets fell into his hands, thanks to one of the Mamool Ja, followed soon after by their mistress Aphmau.
With puppets and Puppetmaster in his clutches, Luzaf returned to the Black Coffin and set sail for Periqia, the once hideout of the Corsairs, now home to ghost stories and a ship graveyard. He was sure that the Empress would reveal herself in some way, or that her forces would spread themselves thin while searching for Aphmau, thereby leaving Nashmeira vulnerable. He found his captives to be quite cooperative, even strangely polite company considering their situation. Even his crew seemed to want to accommodate them and see to their comfort, much to the Admiral's surprise.
Their approach to Periqia wasn't as easy as it could have been. The shriek of whistles, used by the Imperial Army to control the Lamiae that had not yet broken free of the Empire's control, echoed through the dank mist. He remembered the sound well, and it dredged up some very vivid and unpleasant memories from the night his rebel forces were crushed. In the presence of such abominations, Imperial alchemists, and the Empire's Grand Vizier, Luzaf learned the true identity of his captive.
Realizing who stood right in front of him, Luzaf was prepared to make good on the chance Odin had given him. He could kill not one, but two members of the Imperial family at once, avenging his home, his people, and his comrades. What a wonderful, unprecedented opportunity. The same wrath that brought him into his pact filled him again, consumed him, and flowed outward taking on the form of the Dark Rider himself. It took a single blast of dark energy from Odin's hand to remove the Lamiae from existence, injure the alchemists controlling them, and knock the Grand Vizier prone.
Fortunately, that was all that happened.
It may have been Aphmau calling out to Luzaf which prevented matters from getting worse. Perhaps, through his anger and Odin's grip he was able to recall the girl's kindness prior to their arrival in Periqia. What was it that she had said that had got him wondering? She said something about the ghosts of Corsair's, his old comrades, wandering the Reef in loneliness and dwelling on fonder memories. Her compassion, gentleness, and her forgiveness. She spoke of hope, as well, something he had long forgotten. No... this little Empress was nothing like her predecessors. She didn't deserve to die at his hands.
He struggled, but regained control through sheer force of will, his own versus that of the Dark Rider. Luzaf let go of his rage, and the tendrils of shadow around him subsided, leaving no trace of the other apparition that had just been there, hovering behind him.
When he awoke again, he was no longer on the cold, unforgiving rocks of Periqia. He was on the deck of the Black Coffin, adrift at sea... this time with no crew, living or dead, and no sign of Aphmau or her automatons. Had she been captured? And if so, why had he not been taken into custody as well, or even sent back to the underworld after failing at his bid for vengeance?
Personality
Over all, Luzaf's pride is not akin to arrogance, unlike so many of his distant brethren in the western lands of Vana'diel, though so much of it can be attributed to his upbringing as the Crown Prince of the Kingdom of Ephramad. His pride is for his people, his first care is for their well-being. Or it was at one time, before the then Emperor of Aht Urghan took that away, all within a week. His love for his home and his people became such a weight on his soul that it turned to rage, and hatred of the Empire.
Luzaf is actually slow to anger in most other matters, yet he is not without his vices and occasional bouts of selfishness. These can sometimes be powerful motivators which can drive his need to see justice done, or a goal met. Such negatives can lead to some very risky decisions, such as bargaining with potential enemies (or death itself), but in his mind the ends will usually justify the means.
By his true nature, he carries himself as a gentleman, protective and loyal to those he calls friends and who have earned his trust, and able to inspire those under his confident and capable leadership. He is not beyond heroics and self-sacrifice if a situation calls for it, but he is more likely to try negotiating his way out of a situation before it comes down to combat.
If slighted by someone familiar to him, or if his trust is rightfully earned by someone he would normally be at odds with, he may try too hard to seem angry or put off, even looking for reasons to remain so, but he will eventually get over it and come around. He can be forgiving in spite of himself.
One major driving factor in Luzaf's personality, and how he deals with others, is how he perceives honor. This, to him, is a matter of black and white. Once he gives his word to someone, he will follow through and do everything in his power to uphold it, for better or for worse.
This may be due largely to Odin's influence, but breaking one's word, and succumbing to personal dishonor is a display of weakness in spirit. Giving Luzaf your word and then breaking it is something he takes as a grave insult, and he might not be so forgiving. Odin chooses the strongest to dwell in the halls of Valhalla. Dishonor and weakness are punishable.
The Prince
This is one of the two sides of Luzaf that people see most often. He carries himself with dignity, he is calm, polite, and every bit the gentleman. Under the surface, he is a spoiled man with a lingering craving for luxury and finer things, and this often manifests itself in the kind of company he keeps, or the material items he surrounds himself with. There is a certain selfishness to this side which he will now and then seek to indulge, and these personal desires can sometimes put him at odds with others. Moreover, he wants to protect what he has, and he will take measures to ensure that little or no harm comes to those he cares for.
The Admiral
Aside from the Prince, this facet of Luzaf also comes through quite often. In most cases, this is the most formal side of his psyche, demanding respect, and expecting his orders to be heard as well as heeded. This is the strategist, the leader, the thinker, rather than the romantic artist or materialist. If he has a goal to accomplish, this is the side to expect more often than not, but there are times when the Admiral will mix with the Prince, or the Blackheart, and the transition is barely noticeable.
The Blackheart
This is the side of Luzaf which no one should ever hope to encounter. It is a rare thing to see this side, and it's seldom pleasant. The Blackheart is an angry person who doesn't care who you are. All he needs to know is that you're guilty of some crime or injustice against a person, or people, he holds dear. The line between Justice and Revenge becomes blurred to the point where the two are indistinguishable. The Prince becomes all but non-existant at this point, and acts of chaos, deceit, theft, and killing could be considered viable and wholly justified in his mind. Once the Blackheart is brought to the surface, it can be very difficult to deter him from this darker path.
Quirks
Artistic knack. He's just as comfortable seeing to the smooth-runnings of a ship as he is with a paint brush and palette in hand. He's also been known to whittle chunks of wood down with a sharp knife until they resemble people and creatures, though perhaps his favorite art takes far more care and patience. How many people do you know who can construct an elaborately detailed ship inside a glass bottle?
He hates hats. Sure, he'll wear one now and then with the appropriate amount of plumage, but most of the time, he can't be bothered with them. They mess with his hair.
The hair flip. Whether or not he's conscious of this action, Luzaf has a habit of reaching up to one stray curl of bangs and flicking it out of the way, only to have it spring right back into place and stay there until the next dramatically appropriate moment.
Ambidextrous. Luzaf can use both hands with equal efficiency, everything from writing and crafting, to handling his weapons.
Mmmm...hookah. Since his arrival in the Converged world, Luzaf came across a hookah in South Figaro's markets. Having purchased it and brought it aboard his ship, he can now indulge one of his few vices and have a smoke now and then.
Technologically Impaired. Take a man who is not only worlds, but centuries out of place, and you will see someone who, despite all of his confidence in other situations, has not the first clue about "modern" technology. Give him a piece of paper or a business card with a PHS number on it, and he's more likely to pace around, reading the numbers aloud as though he's reciting a spell. And with the more dramatic flair, the more likely it is to work, right? Put him in front of a computer, and he will stare blankly, perhaps press a few random buttons, but he will eventually give up and walk away in frustration. And he keeps hearing about this thing called television. Just what is that, anyway?
Powers
• Wild Card - In a pinch situation, Luzaf draws six cards from his coat, shuffles, and chooses one at random. Each card represents a different effect, and the effect can land on himself one one of his allies... again, at random. Due to the irritable and fickle nature of chance, Luzaf cannot tempt Fate with this ability more than once every two IC days. The cards and results are as follows:
I - Erase effect. One negative status ailment is removed.
II - Increases the power of one person's spell for a single casting. i.e. Fire becomes Fira, or Cure becomes Cura, for that ONE CASTING ONLY.
III - Give someone immediate access to their Weapon Skill/Limit Break/Overdrive.
IV - Grant one person a Reflect effect for a single round.
V - Refills one person's MP.
VI - Grant one person a Regen effect for one round.
• Phantom Roll - They say numbers have power. Luzaf rolls a die, and depending on what number comes up, the effect of a given roll can be marginal, or twice what it would normally be. Certain dice have a lucky number which will double the given effect's potency. Likewise, each die also has an inherent "unlucky" number, which will minimize a roll's effect on Luzaf and his allies. Rolling a 1 will also produce a minimal effect if he doesn't try to Double-Up. Effects will wear off after three rounds.
Available Dice: Ninja Dice, Hunter's Dice, Chaos Dice, Magus' Dice. Effects are listed below.
-Ninja Dice: A successful roll grants an evasion boost for Luzaf and a few allies. Lucky# 4, Unlucky# 8
-Hunter's Dice: A successful roll grants an Accuracy/Ranged Accuracy boost to Luzaf and a few allies. Lucky# 4, Unlucky# 8
-Chaos Roll: A successful roll grants an Attack/Ranged Attack boost to Luzaf and a few allies. Lucky# 4, Unlucky# 8
-Magus' Roll: A successful roll grants a Magic Defense boost to Luzaf and a few allies. Lucky# 2, Unlucky# 6
• Double-Up - If for some reason a roll falls below a "lucky" number, the corsair has the option of making a second roll. However, this ability poses great risk as it can make or break the worth of any roll. Say, for example, Luzaf rolls a 2 on a Ninja Roll. He can choose to roll again in hopes of getting another 2, bringing the cumulative total to 4 for the lucky number and doubling the Evasion boost effect. Rolling a 2 on the first try, and then a 6 on the second scores a total of 8, the Ninja rolls unlucky number.
-Busting a Phantom Roll - Exceeding a total of 11 means Luzaf and his allies lose the effect they've just received on the initial roll. This also means Luzaf receives a negative penalty. For example, Busting a Ninja Roll means Luzaf suffers a temporary Evasion deficiency which can last four rounds. He'll be easier to hit, as a result. His allies suffer no penalty from a Bust.
• Weapon Skill: Elysium Gale - Usable only when Luzaf uses his cutlass and dagger as his primary weapons in combat. This skill hurls two glowing arcs of energy at his target, the first produced from an upward cross-swing of his dagger, the second from a rising sweep of his cutlass. The attack is also accompanied by a powerful rush of wind which may knock his enemy prone.