Entry tags:
2 Spirits
[Character Name] Milla Maxwell
[Canon] Tales of Xillia
[Point Taken from Canon] After waking up in Elympios
[Age] 20ish
[Gender] Female
[Eye Color] Violet
[Hair Color] Blond, with some orange and green thrown in there
[Height] 5'6
[Other] She's kind of a spirit
[Clothing] At least Ivar has a fashion sense
[Background]
History up to Chapter 4
After her sacrifice at the Zenethra, Milla was reborn through the influence of the Great Four spirits: Undine, Sylph, Efreet, and Gnome. Her memory did not reincarnate with her body, and thus she was left a nearly empty shell of her former self. It was only through seeing the conviction of those she’d come to call friends as they battle their way through the Temporal Crossroads to confront the real Maxwell that she was able to recover what she’d lost. She was able to return, this time reborn as a true spirit, to help dispel the Schism and give Elympios the chance they deserved.
Gaius and Muzet hinder their plans when they bring the Lance of Kresnik in through a rip in space and use it to trap Maxwell. Through this, the Schism can be preserved and Elympios will wither away and die, all according to Gaius’ plan to keep Reize Maxia safe and prosperous. In a final attempt to keep the party safe and to move along their plans despite the roadblock, Maxwell opens a portal and sends them through to Elympios.
[Personality]
Milla experiences significant character growth as she journeys with Jude and company throughout the course of her adventures. Where she was once cold, single-mind, and driven exclusively by her mission, she has now altered her attitude to allow others in. She was a human being parading as the Lord of Spirits; a human being who didn’t know how to act like one. That is no longer the case.
She had once placed her mission above all else to the point where necessary sacrifices at the expenses of others would be made if need be. She wouldn’t go out of her way to help others, going as far as calling Elize a mere burden, Jude’s responsibility, and a problem that could be pawned off on someone else if it ultimately interfered with her mission. Nothing mattered more than stopping the Lance of Kresnik. The death of the spirits were her main priority, the prevention of spyrix something she would chase to the bitter end.
Her detached and harsh behaviour could be attributed directly to the fact that she had little human interaction, or interaction in general, in all her life. The people of Nia Khera revered her. They wouldn’t speak to her, as they deemed themselves unworthy to converse casually with their deity. The Four would simply bicker back and forth, offering disjointed comments and meager life lessons. Take care of your appearance was most likely they most helpful thing Sylph ever said to her. And then there was Ivar, a colourful character and interesting influence all on his own. She didn’t have the luxury of a family or a traditional upbringing. Because of that, she didn’t know how to properly accept or offer help, and the limits of right and wrong were a grey area.
She drew conviction and an unwavering strength from her single goal in life. A goal that ended up being something forced upon her. Her mission may have been a lie, as she is not Maxwell, but she came to accept it as her own regardless.
It can be said that the one positive thing she had to offer before she started to realize her mission in a grander scheme was her headstrong leadership. It helped Jude ask the questions he needed to ask to grow. It helped Alvin realize his own demons and want to change. It helped Leia become more self-confident. In some way, all the people she’d come into contact with for an extended period of time benefited from her will to persevere. It was inspirational, and luckily that facet of her personality hasn’t left.
Her sacrifice at the Zenethra was a huge turning point in her personality, as it took everything she had learned to be and manifested it into one very unsubtle finale. She was willing to sacrifice herself for her mission, and her mission alone, but the thought of losing the people she had come to care for was too much for her to bear. They had all done so much for her. They all thought that she was the one teaching them, but in reality it was Milla that benefitted the most from lesson learned through their company. She made the ultimate sacrifice to make sure her friends would survive, and she did it with a smile on her face. This was the most drastic display of all that she has now become, and while it shook Jude and the others severely, it also showed them what it meant to live, because she wanted them to live more than anything.
Milla now has a sense of humanity despite now actually becoming a spirit, one she sorely lacked when she’d first begun her travels. She now derives satisfaction from her relationships. She understands sentimentality, an example being when she turned her glass bead into a necklace and offered it to Jude as a thank you. An object she felt important enough to hang onto for years is something she can now part with. She’s beginning to grasp that impulsive, destructive actions do not have to be a means to an end. She has become more trusting and significantly less judging in her approach to things. She accepts that people may do bad things for their own motives, but that those motives may be unselfish in nature. She’s grown to accept the flaws of others, and she is more mature because of it.
That isn’t to say that she’s still not as naïve as ever. Most of her knowledge of the human race, of the world beyond her shrine, was taught through a set of relevant and irrelevant novels and self-help books. She’s learned a lot on her journey, practical and useful knowledge, but she still on occasion makes flabbergasting comments. May you breed like rats, she said in response to the topic of marriage. This naivety is ingrained through 20 years of disjointed, erratic knowledge. She still finds books to be an interesting pastime, and despite comments made by her friends, she continues to view them as invaluable sources of information. In time, she may learn to apply it all properly.
Milla has changed a lot in a very short time because of her unique predicament. The important parts of her personality remain the same, and the drastic, inhuman shards have all but chipped away for good.
[Abilities]
Milla’s weapon of choice is a sword, with which she wields single-handedly and uses as a conduit to channel short-ranged, elemental projectiles. With these attacks, she can call upon the elements of fire, wind, water, earth, lightning, shadow, and light. When taking the time to incant these elemental attacks, when launched they cover a wider range and tend to do a higher grade of damage. She can fill the roles of a melee fighter and a spell caster, and she excels equally in each category. In Somarium her spirit artes will still be active, as instead of harnessing spirit energy she will be harnessing dream energy in its place.
When it comes to her melee capabilities, though, her strengths lie in midair combat. She can easily juggle enemies in the air, and all of her close-ranged spells can be activated in the air as well. Because of this, she is a quicker melee fighter than most other party members, at the cost of higher damage. This is easily made up if the enemy has an elemental weakness, as she is one of the only characters that can change her elemental affinity according to the situation.
She can also summon a mystic arte, which is so subtly named “Elemental Mastery.” This attack is lethal, as it cannot be dodged and hits with all four great elements at once.
Milla’s Lilium Orb is rather balanced in terms of stats, but it leans mostly toward Intelligence and Strength. As her journey is far from over, her Orb will only be a third of the way completed. Therefore, while still strong, she will not be at her peak performance. This leaves her the chance to further advance her skills in Somarium.
[Canon Element]
Her Lilium Orb. This orb expands and develops along side its owner, providing them with the skills needed to survive in a fight. The main attributes of the Lilium Orb are Strength, Intelligence, Vitality, Psyche, Agility, and Dexterity. All of these attributes imbue the user with the stats that they can utilize best. It also allows the user to be able to sense another user’s thoughts in battle, allowing them to work more efficiently. Through this, Linked Artes can be preformed. These are combination attacks that are far more powerful than standard attacks.
In Reize Maxia, these Orbs are essential items used by adventurers and travelers.
[Affection]
Milla is generally a bit stiff, even when not showing affection to the degree that she does. She doesn't exactly know how to react to an arm over the shoulder, let alone a hug or a kiss. Flirting tends to fly over her head, though she has been seen responding to Alvin's suggestive quips on more than one occasion. Yeah, Milla's special... so all situational affection is allowed provided it has context.
[Fighting]
She can hold her own in a fight quite well, so attacking her is fine and injuring her is fine. Anything severe should be planned out first!
[Other Permissions]
Telepathy - yes!
Fourth wall - I'm not 100% sure how to react to stuff like that so for now, no! |D
[Other Facts]
Milla is accompanied by The Four Great Spirits of wind, earth, fire and water. Sylph, the spirit of wind; Gnome, the spirit of earth; Efreet, the spirit of fire; and Undine, the spirit of water.
They can only be seen when they are summoned, and otherwise appear invisible or as brightly coloured orbs of their respective elements. They can only talk with Milla, and can only interact with the world on a limited physical level (alter terrain, cause whirlwinds, ignite flames, and manipulate water). They cannot touch people, but anyone with an ability to sense spirits may be able to feel their presence at work. Despite this, they are aware of their surroundings, much like a traditional ghost would be, and frequently make unheard comments about what they observe to Milla.
They will be mentioned frequently in tags, and if any has any questions on how they or their concept should be approached, please don't hesitate to ask! I'll be happy to answer any questions or concerns.
[Canon] Tales of Xillia
[Point Taken from Canon] After waking up in Elympios
[Age] 20ish
[Gender] Female
[Eye Color] Violet
[Hair Color] Blond, with some orange and green thrown in there
[Height] 5'6
[Other] She's kind of a spirit
[Clothing] At least Ivar has a fashion sense
[Background]
History up to Chapter 4
After her sacrifice at the Zenethra, Milla was reborn through the influence of the Great Four spirits: Undine, Sylph, Efreet, and Gnome. Her memory did not reincarnate with her body, and thus she was left a nearly empty shell of her former self. It was only through seeing the conviction of those she’d come to call friends as they battle their way through the Temporal Crossroads to confront the real Maxwell that she was able to recover what she’d lost. She was able to return, this time reborn as a true spirit, to help dispel the Schism and give Elympios the chance they deserved.
Gaius and Muzet hinder their plans when they bring the Lance of Kresnik in through a rip in space and use it to trap Maxwell. Through this, the Schism can be preserved and Elympios will wither away and die, all according to Gaius’ plan to keep Reize Maxia safe and prosperous. In a final attempt to keep the party safe and to move along their plans despite the roadblock, Maxwell opens a portal and sends them through to Elympios.
[Personality]
Milla experiences significant character growth as she journeys with Jude and company throughout the course of her adventures. Where she was once cold, single-mind, and driven exclusively by her mission, she has now altered her attitude to allow others in. She was a human being parading as the Lord of Spirits; a human being who didn’t know how to act like one. That is no longer the case.
She had once placed her mission above all else to the point where necessary sacrifices at the expenses of others would be made if need be. She wouldn’t go out of her way to help others, going as far as calling Elize a mere burden, Jude’s responsibility, and a problem that could be pawned off on someone else if it ultimately interfered with her mission. Nothing mattered more than stopping the Lance of Kresnik. The death of the spirits were her main priority, the prevention of spyrix something she would chase to the bitter end.
Her detached and harsh behaviour could be attributed directly to the fact that she had little human interaction, or interaction in general, in all her life. The people of Nia Khera revered her. They wouldn’t speak to her, as they deemed themselves unworthy to converse casually with their deity. The Four would simply bicker back and forth, offering disjointed comments and meager life lessons. Take care of your appearance was most likely they most helpful thing Sylph ever said to her. And then there was Ivar, a colourful character and interesting influence all on his own. She didn’t have the luxury of a family or a traditional upbringing. Because of that, she didn’t know how to properly accept or offer help, and the limits of right and wrong were a grey area.
She drew conviction and an unwavering strength from her single goal in life. A goal that ended up being something forced upon her. Her mission may have been a lie, as she is not Maxwell, but she came to accept it as her own regardless.
It can be said that the one positive thing she had to offer before she started to realize her mission in a grander scheme was her headstrong leadership. It helped Jude ask the questions he needed to ask to grow. It helped Alvin realize his own demons and want to change. It helped Leia become more self-confident. In some way, all the people she’d come into contact with for an extended period of time benefited from her will to persevere. It was inspirational, and luckily that facet of her personality hasn’t left.
Her sacrifice at the Zenethra was a huge turning point in her personality, as it took everything she had learned to be and manifested it into one very unsubtle finale. She was willing to sacrifice herself for her mission, and her mission alone, but the thought of losing the people she had come to care for was too much for her to bear. They had all done so much for her. They all thought that she was the one teaching them, but in reality it was Milla that benefitted the most from lesson learned through their company. She made the ultimate sacrifice to make sure her friends would survive, and she did it with a smile on her face. This was the most drastic display of all that she has now become, and while it shook Jude and the others severely, it also showed them what it meant to live, because she wanted them to live more than anything.
Milla now has a sense of humanity despite now actually becoming a spirit, one she sorely lacked when she’d first begun her travels. She now derives satisfaction from her relationships. She understands sentimentality, an example being when she turned her glass bead into a necklace and offered it to Jude as a thank you. An object she felt important enough to hang onto for years is something she can now part with. She’s beginning to grasp that impulsive, destructive actions do not have to be a means to an end. She has become more trusting and significantly less judging in her approach to things. She accepts that people may do bad things for their own motives, but that those motives may be unselfish in nature. She’s grown to accept the flaws of others, and she is more mature because of it.
That isn’t to say that she’s still not as naïve as ever. Most of her knowledge of the human race, of the world beyond her shrine, was taught through a set of relevant and irrelevant novels and self-help books. She’s learned a lot on her journey, practical and useful knowledge, but she still on occasion makes flabbergasting comments. May you breed like rats, she said in response to the topic of marriage. This naivety is ingrained through 20 years of disjointed, erratic knowledge. She still finds books to be an interesting pastime, and despite comments made by her friends, she continues to view them as invaluable sources of information. In time, she may learn to apply it all properly.
Milla has changed a lot in a very short time because of her unique predicament. The important parts of her personality remain the same, and the drastic, inhuman shards have all but chipped away for good.
[Abilities]
Milla’s weapon of choice is a sword, with which she wields single-handedly and uses as a conduit to channel short-ranged, elemental projectiles. With these attacks, she can call upon the elements of fire, wind, water, earth, lightning, shadow, and light. When taking the time to incant these elemental attacks, when launched they cover a wider range and tend to do a higher grade of damage. She can fill the roles of a melee fighter and a spell caster, and she excels equally in each category. In Somarium her spirit artes will still be active, as instead of harnessing spirit energy she will be harnessing dream energy in its place.
When it comes to her melee capabilities, though, her strengths lie in midair combat. She can easily juggle enemies in the air, and all of her close-ranged spells can be activated in the air as well. Because of this, she is a quicker melee fighter than most other party members, at the cost of higher damage. This is easily made up if the enemy has an elemental weakness, as she is one of the only characters that can change her elemental affinity according to the situation.
She can also summon a mystic arte, which is so subtly named “Elemental Mastery.” This attack is lethal, as it cannot be dodged and hits with all four great elements at once.
Milla’s Lilium Orb is rather balanced in terms of stats, but it leans mostly toward Intelligence and Strength. As her journey is far from over, her Orb will only be a third of the way completed. Therefore, while still strong, she will not be at her peak performance. This leaves her the chance to further advance her skills in Somarium.
[Canon Element]
Her Lilium Orb. This orb expands and develops along side its owner, providing them with the skills needed to survive in a fight. The main attributes of the Lilium Orb are Strength, Intelligence, Vitality, Psyche, Agility, and Dexterity. All of these attributes imbue the user with the stats that they can utilize best. It also allows the user to be able to sense another user’s thoughts in battle, allowing them to work more efficiently. Through this, Linked Artes can be preformed. These are combination attacks that are far more powerful than standard attacks.
In Reize Maxia, these Orbs are essential items used by adventurers and travelers.
[Affection]
Milla is generally a bit stiff, even when not showing affection to the degree that she does. She doesn't exactly know how to react to an arm over the shoulder, let alone a hug or a kiss. Flirting tends to fly over her head, though she has been seen responding to Alvin's suggestive quips on more than one occasion. Yeah, Milla's special... so all situational affection is allowed provided it has context.
[Fighting]
She can hold her own in a fight quite well, so attacking her is fine and injuring her is fine. Anything severe should be planned out first!
[Other Permissions]
Telepathy - yes!
Fourth wall - I'm not 100% sure how to react to stuff like that so for now, no! |D
[Other Facts]
Milla is accompanied by The Four Great Spirits of wind, earth, fire and water. Sylph, the spirit of wind; Gnome, the spirit of earth; Efreet, the spirit of fire; and Undine, the spirit of water.
They can only be seen when they are summoned, and otherwise appear invisible or as brightly coloured orbs of their respective elements. They can only talk with Milla, and can only interact with the world on a limited physical level (alter terrain, cause whirlwinds, ignite flames, and manipulate water). They cannot touch people, but anyone with an ability to sense spirits may be able to feel their presence at work. Despite this, they are aware of their surroundings, much like a traditional ghost would be, and frequently make unheard comments about what they observe to Milla.
They will be mentioned frequently in tags, and if any has any questions on how they or their concept should be approached, please don't hesitate to ask! I'll be happy to answer any questions or concerns.