vera
golmarr

 
 
    tell me, what is a heart?         if i tore a hole in your chest, would i see it? if i split open your skull, would it be there?


diabolos,    crystal


mst

             ✓ walk ups.                ✓ tells.                ✓ mature rp.


vera golmarr, from final fantasy xiv. as narrated by holly since 2 0 1 9. walk - up & /tell friendly. rp tag = in character.

©  carrd template by paletterph.

ghosts.
lorn.


general.




     name       vera golmarr.    aliases      wandering death, the reaper.    age      173.    nameday      15th of the 4th umbral moon.    gender      female, she / her.    height      6'11".

     orientation       demiromantic.    species      viera.    birth place      golmarr village.    residence      ishgard.    profession      mechanic / repairman.    patron deity      rhalgr.    relationship status      (default) none.


•    strength    ★★★★★★★★★★

•    dexterity    ★★★★★★★★☆☆

•    constitution    ★★★★★★★★☆☆

i am an amalgamation of my hurt, frankenstein's beast sewn together of old wounds & bygone aches, constantly picking open the scabs on my heart. i don't know who i am when i'm not in pain.- abhorarchive.


*    ▊▊   voice claim:    marÿke hendrikse.

.              rebecca lee, black lagoon.


❚❚
voice sample.



•    charisma    ★★★★★★☆☆☆☆

•    intelligence    ★★★★☆☆☆☆☆☆

•    wisdom    ★★★☆☆☆☆☆☆☆



the soul.



     the personality, vices.       vera, at her core, is lost. since leaving her village in search of her sister's killers, the only thing she had known was hunt, search, & kill. interactions with other people were minimal, and she's had little experience with talking to anybody outside of her village, and is still learning how to adapt to her new way of life. there's a certain level of yearning & pain that resides within her regarding the loss of her sisters, and the loss of sixty years of her life during her hunt for vengeance.following the end of her hunt, however, vera was guided by her last sister, althea, to learn how to interact with society. over time, she's discovered that she is far from a people person. vera keeps interactions and conversations to a minimum, as any mewling or whining provides an abundance of irritation that leads to headaches and the end of a short fuse. she's blunt, straightforward, and very standoff-ish. she's not a stranger to ignoring people she doesn't want to talk to, and will very seldom approach anybody for conversation. despite ignoring everybody to the best of her ability, she'll still sometimes acknowledge other individuals' attempts at conversation, if only to get it over with so that they'll leave her alone.vera has an extremely short fuse. she's not a stranger to violence and has no problems with knocking out someone who insists on getting on her nerves, or bothering the small handful of people she cares about.


     the personality, virtues.       vera feels the most at home when she's in her workshop at the skysteel manufactory. she's been employed by cid to work on repairing and occasionally upgrading airships as a mechanic. in her workshop vera is more privy to opening up for conversation, as working on machinery while conversing gives her something to focus on while she's processing what's being said to her. when in her comfort zone, vera speaks very casually, with an almost carefree air to her— almost like you're having a chat with a friend at the bar over some drinks.vera will demonstrate a certain level of "good behaviour" when in the presence of her sister, althea. althea is vera's most treasured person in her life, as she's the last sister that vera has left, and is the reason vera is on her way towards some semblance of normalcy. when around althea, vera is more reserved and calm, and will never cut off anything althea says, or anybody that althea is conversing with. however if anybody threatens althea or puts her in any level of danger, or does something to make vera's sister uncomfortable, vera will deal with them extremely quickly in the most violent way she possibly can.the same can be said for any of vera's companions or other loved ones, few and far between as they may be. when it comes to people she cares for, she's extremely protective and very wary of anybody interacting with them that she doesn't know.

& key items.


important things both in her inventory, & in general.

     mountain chromite musketoon.     
vera's custom made gun, provided to her by cid personally. it was a gift to celebrate vera's first year as a part of the team at the skysteel manufactory, carefully crafted to compliment the rest of vera's style. her weapon of choice had originally been a gunblade, but the manufactory specialized in machinist's arms in regards to weaponry. and what better way to celebrate vera's contributions than a personalized weapon alternative? vera does partake in training now and then to let off some steam, and her new weapon is a lot lighter than her gunblade. perhaps it's time for her to embrace a new fighting style.
the blade is crafted with blackened chromite with the accents and handle both dyed red, which happens to be one of her favouite colours. (this was never openly admitted by her of course, but cid & the others were able to tell after working with her over time.)

     weathered gunblade.     
vera's first steel weapon, obtained from a garlean general that she had slain within the first ten years of her hunt. she's carefully taken care of it, & has made it last a good sixty years and counting.
she won't get rid of it, despite how dated it is. the machinist's guild has offered to upgrade it time and time again, but she often responds to the offer with a snarl & sneer. perhaps she's given it some sentimental value, & keeps it the way it is as a reminder of what she came from. it's always on her person no matter where she goes, & is always positioned on her in an easy-to-access fashion.

     mysterious flask.     
vera often finds herself spending her off-time in the forgotten knight, and has developed a taste for scotch & whiskey. she doesn't drink it outside of the forgotten knight all that often, but there are times here & there where she can't be bothered to make her way through the streets of ishgard to the tavern, so she partakes in casual drinking in the comfort of her home with the help of her flask.
she refills it every time she visits the forgotten knight, & the bartender never needs to question what she wants it refilled with. he's the only one who knows what's in that flask; as far as vera's colleagues know, it's spare oil.

the history.



this section is a major work in progress. this section also includes heavily headcanon based & influenced lore for golmarr village & it's practices. these headcanons are all my own; please do not steal them.a forager & hunter by nature; vera golmarr had possessed a talent for the hunt ever since her youth. expressing a desire to chase & provide for herself & her village, she had been trained & taught to hone what boundless talent she had. stamina, speed, strength, & the brutality needed for each hunt— each beast that towered above her, each creature that could be her last. vera is a natural born leader, huntress, & killer. she reveled in the satisfaction of each hunt she had dragged home, hardly ever needing the assistance of her sisters.treasuring her closest sister— althea— the most, vera never let her out of her sight for long, & bared her teeth & fangs to any who had gotten too close for althea's comfort. her sister's protector, before anybody else. but a protector nonetheless. vera had become one of the villages leaders in all but name, being the first one any of the other huntresses sought counsel from, the first one out of any of the other inhabitants of the village who they asked for help. for direction.

a small garlean expedition, violating the treaty between them & the dalmascan kingdom, had crossed the borders of golmarran territory in the midst of one of vera & her sisters' hunts. a messy, violent fight ensued-- two of vera's sisters, fellow huntresses, could not keep up with the guns and more advanced weaponry that the soldiers carried— and it cost them their lives. vera barely survived, but the remaining soldiers had left her to die— to bleed out on the forest floor, clawing at the dirt in horrifyingly unbearable pain. she couldn't bring herself to stand, which had given the soldiers time to take althea with them— the village's seer, their soothsayer. eventually, with what little strength she had left, vera made her way back to her village, finally passing out at the foot of the village healer's home, with a grim chance at surviving.a year passes, & vera makes a full recovery; but wastes no time in preparing for her self-exile. it was the cost of leaving home, but vera was more than ready to pay the price. she was determined to find the four remaining soldiers she saw in her territory, that made off with her sister. it would be her last hunt, & she was willing to die for it; if only for the sake of vengeance. closure through revenge, followed by the peace of knowing her sisters' murderers had stopped breathing. sixty years pass— throughout these years, she's hunted more garlean soldiers than she could care to remember. being unable to tell innocent from guilty after enough time had passed, vera found that her hunt had never ended, & she had become lost within it. nothing more than a killing machine, a wolf with an insatiable hunger for revenge, fueled by the thrill of the hunt.with this, she wandered. alone, the guilt of her sisters' deaths weighing heavy in her mind, & on her shoulders. she's unaware that althea is alive & well— & it would be sixty years before she meets althea again to prove her suspicions wrong. before that happened, she continued about her violent ways, chasing her ambitions for revenge, having little care or regard for the destruction left in her wake.

onward. once vera reunites with althea, she goes through a "redemption arc" of sorts. once vera is semi-acclimated and guided by althea to let all of the violence go, vera goes through some form of a transformation of her inner self. after enough time, a few years or so— once vera was ready, althea introduced her to a few companions who happened to live in the cold city of ishgard. after althea introduced vera to cid, he had taken vera under his wing as a mechanic-in-training of sorts, aiming to make her a part of the team responsible for repairing and upgrading the city's airships.now, vera works as a mechanic of sorts alongside cid & company, finding some solace in fixing up machinery. she's still getting used to the changes, but she's learning to be content with her situation. vera is a mechanic, but still a talented fighter. she's exceptional with guns, namely her gunblade, & as of recently— a machinist's arm, her mountain chromite musketoon. the weapon was handcrafted for her specifically by some of the more considerate individuals from the machinist's guild. they understood how important it was to her to keep up with her combat talents, & wanted to give her a way to practice a new combat style while connecting with them on a more personal level— sharing their interests in gunmanship & firearms.vera resides in ishgard for the time being, working the days away in her workshop, & drinking or training in her off-time.

miscellaneous.




     mbti       istp: introverted, sensing, thinking, perceiving.    dnd      chaotic neutral, previously neutral evil.    likes      silence, solitude, ale, her workspace, her gunblade, baths, althea.    dislikes      bright lights, whining, excessive conversation, liars.    fears      losing althea or any of her new companions.


     hobbies       mechanic work, training, drinking, hiking / wandering without telling anybody where she's going.    skills      hand-to-hand combat, marksmanship, heavy lifting, busywork, tasks involving excessive traveling, working with machinery.

— if the hand that feeds doesn't want to be bit——it shouldn't dangle fresh meat near the starved mutt's maw.



›    FREQUENTED LOCATIONS


    skysteel manufactory.      vera's location of employment. she can often be found here during their hours of operation, and even in her off time, working on personal projects or simply continuing what was assigned to her, if only to pass the time. she looks more at ease here, as fixing and tinkering with machinery is one of the things that keeps her mind off of everything else that invades her headspace that she doesn't want to think about.    forgotten knight.      vera can be found here most evenings, especially the weekends. she's familiar with a few faces at the bar, & can occasionally be found engaged in (albeit crude) carefree conversation with them.    the east shroud.      her sister's cottage is located here. vera will take trips every two months out to the east shroud to visit althea, ensuring that she's in good health & in good company. vera often only makes this journey, & adamantly refuses anybody else's company when they ask if they can come along. althea is very special to vera, & unless althea mentions knowing them, vera does not trust anybody around her sister.    steps of nald.      vera will often be sent out to ul'dah to personally place bulk orders of material & ore from the miner's guild for the manufactory on cid's behalf, & schedule them for delivery later in the month. she's one of the few people who cid trusts wholeheartedly to manage on her own in the streets of ul'dah, given her history & talent with combat— not to mention her menacing and unapproachable aura in places she's not familiar with.when she's traveling in ul'dah, she'll occasionally stroll pearl lane in search of alcohol merchants who carry those hard to find off-shelf spirits— scotch & whiskey in particular.

    castrum abania incident.    

during her time spent wandering the world in search of her sister's garlean murderers, vera went on a warpath, hunting down every soldier she could find-- regardless of whether or not they were in her way, or whether or not they were innocent. one particular hunt led her to the corridors of castrum abania, in search of a soldier she had gravely wounded a day earlier. the trail had baited her into a room, which she had been temporarily trapped in by the soldiers on duty.they had filled the room with a noxious gas intended to stop her, causing searing pain all over her body & in her lungs. several desperate attempts to escape were eventually met with a success, however her body was permanently affected.

    visually impaired.    

following the castrum abania gas incident, vera is now partially blinded. the very outsides of her field of view are permanently darkened, leaving her vision wanting. in addition to this, vera's eyes are extremely sensitive to bright lights, and can cause her sharp pain in her head when exposed to them for too long.she'll very seldom be seen without a welding mask when in her workshop at the skysteel manufactory, even when there isn't an abundance of sparks flying throughout the room.

    blackened sclera & burns.    

vera's eyes have been permanently damaged after the incident.burn marks now decorate the upper left half of her body, and the side of her left thigh, where she was the most exposed to the gas. the most noticeable change was in her eyes, however. her sclera had been permanently blackened, but vera simply thinks of them as another set of scars.

    half - ear.    

vera's right ear has been half torn off, following a brutal encounter with one too many beasts during a hunt in her original home-- the golmore jungle.in her younger years, vera was extremely full of herself. she was overconfident, and feared nothing. during a hunt she insisted she went alone, and told her sisters to wait for her while she dealt with the beasts herself, as she was convinced she didn't need any help. the huntress was swiftly humbled and permanently scarred, and now has a constant reminder of her hubris-- manifested as half of an ear on the top of her head.

    animalistic features.    

vera carries the blood of the old - wood within her, the blood of her ancestors who were almost entirely pure - blooded rabbits. however over time, as their bloodline began to be mixed with others, their race took on more humanoid characteristics, thus creating the golmarr tribe. they are rava at their core, however some of the tribe members carry more animalistic features than the others.vera in particular, carries traits including fangs, slit pupils, larger ears, a rabbit tail, digitigrade rabbit feet, and claws.

    soft eye glow.    

due to being one of althea's siblings, vera's irises are slightly affected by an aether-like glow, which are drastically more present in althea's eyes. vera's eye glow is extremely subtle however, and can only really be noticed in dim lighting.



O1


    basic etiquette        *


1.   don't godmod. i won't try to control your character; don't try to control mine.2.   don't interact with me purely with the intent to ship. i'm not looking for anything romantic for althea at this point in time. she is not shipping fodder, please don't treat her as such.3.   don't throw extremes at me without consent. if you're looking for a more violent interaction, i'm open to it, however i would like to discuss it first-- at least briefly. additionally, anything crazy or extreme requires some plotting from both ends. i'd rather avoid it for interactions with folks i don't know too well, but if us and our characters click, who knows! shoot me a tell if you have anything in mind.4.   try to sound coherent. this is an iffy one considering that english isn't everybody's first language. but with that being said, please try to use proper punctuation / spelling when writing with me.5.   don't ask for my mare right away. to me, mare is not a prerequisite for rp, and if that is an issue for you, we're likely not a very good match interaction-wise. i do have it, but i'm not comfortable with immediately sharing it with people i don't know very well. if the vibes are good, we can exchange codes! but not immediately.6.   this is a bit of an odd one to mention, but don't get all buddy-buddy with me for free art. this happens a lot, and i'm getting very tired of it. i hardly draw for myself as it is nowadays and people just befriending me for free art is really disheartening, and is starting to get old.


    preferred themes        *


any darker / more mature themes are strongly preferred as vera has definitely got the vibe and character for it, but ultimately this relies heavily on our level of communication throughout our interaction process. vera isn't violent right off the hop (anymore), but it won't take much to push her to that point. she's going through her redemption arc at the moment however, she's just learning to make friends and connections-- she wouldn't mind sitting down and having an ale with your character at a local tavern or pub! our interactions don't need to solely be dark and edgy.i'm down for almost anything. at the end of the day, all it falls down to is plotting. please talk to me! i'd love to sort something out between our blorbos.

O2

O3


    things to avoid        *


anything referencing sexual assault / abuse are completely off the table. this is not up for discussion in any capacity. i'd rather avoid abusive themes altogether, as they're quite triggering for me.   and while i'm not against the idea of more mature interactions, i don't want our interactions to only revolve around those themes. specifically in regards to sexual themed rp, please understand that this is not going to happen, as this is not in vera's character. as stated in my rules, please don't approach me for sexual themed interactions with vera.on the topic of other nsfw themes, gore is okay, but please do not describe gore in excessive detail. i'm okay with figuratively painting the scene for both of us to understand, however, please refrain from describing the insides of someone like blood guts and all, where it's in an alarming amount of detail, like it was written by an actual serial killer. i've just got a weak stomach!

hol   |   25   |   any pronouns   |   mst


    about me        *


hello! i'm holly, i'm twenty-five, and i'm genderfluid! i don't have a particular preference for any pronouns, so you can call me whatever comes easiest to you!my activity is a bit sporadic, as i work for shopify full-time, so online xiv activity may be sporadic! outside of that, i spend time playing other video games aside from xiv, including (but not limited to) league of legends, dead by daylight, various emulators, and tons of retro games! i'm also an artist, and upon request i'd be happy to share some of my pieces with you.on the topic of interacting on a more ooc level, i'm pretty friendly, and am always down for a chat! i do have discord, but i only offer this to folks after we've taken some time to get to know each other. don't force that on me please!   additionally, please refrain from flirting with me. i'm happily taken and i love my partner very much. please do not call me by my character's name, or compare anything i do to what my character does. we are two separate entities and may not share the same beliefs.

O4



    default; the mechanic.    


›    requirements:    none, open to all. | art by me.


— - vera works as a mechanic at the skysteel manufactory in ishgard, & is content as a member of the team. she can be found constantly tinkering with all of the machinery that she's been asked to fix, & very seldom ever pries her eyes away from what she's working on.outside of work she can be found either training, or at the forgotten knight— even sometimes working overtime at the manufactory. occasionally she can be found making her off-monthly trip to the east shroud, or can be found wandering the streets of ul'dah following placing an order for materials on cid's behalf.this is the easiest verse to approach vera in if you're looking for a walk-up interaction! you're more than welcome to try & get her attention— perhaps she's still wearing her oil-stained work attire,
or maybe you're wondering if she's a gun-for-hire, given the two firearms she's carrying around with her. either way, no plotting is required for this— feel free to launch an opener my way!



    past; the predator.    


›    requirements:    a good amount of plotting. | art by einlaup.


— - prior to her reunion with her dearly beloved sister, vera was on a relentless warpath for sixty years, in an attempted extinction of the garleans until she knew she had managed to finally slaughter her sister's murderers. she forgot what their faces looked like, and had settled on wiping them out to ensure that they were not missed, all in the name of vengeance for her family. however, she would accept the occasional sellsword job here & there, if only to keep a minimal amount of gil in her pocket when she needed it.in this timeline, vera is extremely violent, and keeps interactions to a minimum, so the only way this would likely work is if your character was looking for a sellsword or bodyguard. i'm very very particular on who i write this timeline with, as i've shifted my focus to vera during her redemption arc. however if you've got a very interesting idea for this au, i'm more than willing to hear it!— ✧ note, that this requires hefty amount of plotting beforehand, just so i know a little bit more about your character & how they would manage to approach vera during this time. —



    successor of light.    


›    requirements:    prior discussion. warrior of light au vera. | art by me.


— - being called the "warrior of light" is a title that's seen & held in such a high regard; she's seen as the hero, the savior, the solution, the answer, the hope that eorzea has held onto, all this time. but, even knowing of the countless lives she's saved, althea couldn't begin to describe the grief that she's felt throughout her journey, & the trauma that her time as the warrior of light & darkness has brought upon her.just before hydaelyn's death, althea begged her for a way to take the burden of being the warrior of light away. she begged hydaelyn for freedom from the weight of the world. hydaelyn felt pity for althea, and knew how broken she must have been at that point. she accomodated althea's request, and gave her one last piece of the mothercrystal— small enough to be turned into a pendant. hydaelyn told althea that all she would need to do is give that crystal to her successor, and she would be free.vera, upon learning of this, wasted no time in offering herself to take althea's place. following post-endwalker, vera is now the warrior of light in althea's stead, and is following the scions into tural for the events of dawntrail.— ✧ note, vera carries an extreme dislike for the scions in this au, due to the lack of empathy and consideration for althea's wellbeing. this au doesn't need too much plotting, but i don't default to it as i don't portray my ocs as the warriors of light in their default universes, so if you're interested in writing this one out, just let me know in advance!






    cid garlond.    


wip.


relationship type       mentor.


    althea golmarr.    


wip.


relationship type       sister.


    character name    


wip.


relationship type       bonded, friends, rivals, enemies, sibling, etc.