Personality: Merisia is fiercely independent, to the point where she takes very poorly to being ordered around. Getting her to bow to the will of others in any degree or way, be it from simple favors or direct orders, is difficult unless there's some form of reward in it for her. In fact, she's so stubborn about this that not even her appetite gets in the way of her refusal to be told what to do, and might even scold the other party for even trying. She also has little respect for social hierarchy of any kind, foregoing titles and honorifics altogether unless absolutely necessary. Like many adventurers, she also possesses a natural curiosity (which easily lends itself to her adventuring hobby of exploration), and has a knack for eavesdropping, though luckily for others she's no interest in gossip and will only listen in on information she considers valuable.
Another of Merisia's notable traits is that she is very slow to trust or befriend others, partially from her past as a thief and partially from being wary that anyone could be two-faced and waiting to trick her or harm her. She is quick to assume the worst of others and quicker to make jabs and throw insults. She's also quick to make threats, although these aren't often genuine and are more tend to be meant more to keep others at bay. Her words are often blunt or harsh, and she has little fondness for beating around the bush. However, through all of this, she isn't foolish enough to burn bridges, saving her worst words for only those that are truly despicable in her eyes (especially the empire, primals, and ascians; all of which are the only things she harbors true hatred for).
While all this may make Merisia seem anti-social, this isn't true at all. When someone does gain her trust, she is immensely loyal to them. After having experienced heartbreak previously from losing not one but two close companions to the Calamity, however, Merisia is not keen on repeating such experiences, adding to her reluctance to bond with others. She also has a low tolerance for unneeded malice, and is unafraid to confront someone who she believes has done something wrong. (She isn't opposed to doing things purely out of spite for lighter offenses, though.)
She isn't very fond of Wildwood Elezen (whom she rudely refers to as "Greens") or even Gridanians in general, viewing them as egotistical, closed-minded, and far too obsessed with nature to care about the world around them. Merisia doesn't like the wealthy crowd, either, particularly after some negative experiences with their greed in Ul'dah. When discriminated against, Merisia's short temper often causes her to get defensive and hostile very quickly, typically leading to insults being thrown about with no care about repercussions. Despite her dislike of Gridania and many things pertaining to it, however, Merisia is somewhat fond of the Sylph that reside in the forest, if anything due to her shared love for pranks, humor, and general tomfoolery. She does occasionally take part in some more humorous pastimes (though she isn't public about it) and enjoys a good laugh, although this tends to come at light expense to others.
It may not be obvious, Merisia does have a kind heart. Even if it means foregoing personal rewards or desires to do so, she is unafraid to help those truly in need. However, she has little desire for others to see her caring side if it isn't necessary, and even less desire for others to think her someone they can use or take advantage of. Naturally, any sign of someone attempting this is often met with a stern (and often very rude) protest and - in some cases - a lighter coinpouch for good measure. When aiding someone, Merisia will often be subtle about it, or otherwise not make her efforts obviously known. If spoken to about it, she will typically be dismissive or otherwise act apathetic, eagerly changing the subject or finding some way to walk away from the conversation, be it by scolding or by actually walking.
Everyone feels sorrow and pain, and Merisia is no exception. However, she often opts to bottle it up around others by burying it in anger, denial, or biting remarks; though there are times where she may still have to fight back tears and force herself to focus on something else to avoid truly breaking down. Only when alone or around those she absolutely trusts does she ever feel safe letting her true emotions show when upset or hurt, be it from a quiet explanation or a flood of tears. Once recovered, of course, she slips back into her usual sarcasm and grumpiness and will refuse to speak on the subject further, getting dismissive and insisting that she's fine if someone shows concern. On the flip side, if she reconciles with someone after arguments or even a fight, she may offer a few more light-hearted jabs in place of her usual cold ones, possibly the only indicator that she's not quite as grumpy as she lets on.
Merisia is much smarter and more observant than she seems, and prides herself on her ability to not only formulate strategies but also to revise them on the fly. As such, Merisia is highly adaptable, and responsible enough to prioritize focusing on the situation at hand, sometimes completely foregoing her hardened, sarcastic facade in the process if things are serious enough. Her determination is nigh-unbeatable; once she sets her sights on something, she'll rarely stop until she gets it, no matter what mischeif she has to get into or whatever poor soul she has to drag along with her.
Carbuncle, Merisia's summoned familiar, has a limited personality of his own. Though he shares much of Merisia's curiosity and stubbornness, he is far more playful and mischievous, and much more willing to approach others and help them. He's quite obedient and generally friendly to just about anyone who treats him well, although his primary loyalty will always lie with Merisia. Carbuncle is also very intelligent, although he can't communicate outside of various squeaks, hisses and yaps. His skills in observation are more than just a tool in battle; he will often pick up on the emotional cues of others and act accordingly if he's certain he won't get in too much trouble.
Merisia Thenel | Final Fantasy XIV (OC) 3/4
Merisia is fiercely independent, to the point where she takes very poorly to being ordered around. Getting her to bow to the will of others in any degree or way, be it from simple favors or direct orders, is difficult unless there's some form of reward in it for her. In fact, she's so stubborn about this that not even her appetite gets in the way of her refusal to be told what to do, and might even scold the other party for even trying. She also has little respect for social hierarchy of any kind, foregoing titles and honorifics altogether unless absolutely necessary. Like many adventurers, she also possesses a natural curiosity (which easily lends itself to her adventuring hobby of exploration), and has a knack for eavesdropping, though luckily for others she's no interest in gossip and will only listen in on information she considers valuable.
Another of Merisia's notable traits is that she is very slow to trust or befriend others, partially from her past as a thief and partially from being wary that anyone could be two-faced and waiting to trick her or harm her. She is quick to assume the worst of others and quicker to make jabs and throw insults. She's also quick to make threats, although these aren't often genuine and are more tend to be meant more to keep others at bay. Her words are often blunt or harsh, and she has little fondness for beating around the bush. However, through all of this, she isn't foolish enough to burn bridges, saving her worst words for only those that are truly despicable in her eyes (especially the empire, primals, and ascians; all of which are the only things she harbors true hatred for).
While all this may make Merisia seem anti-social, this isn't true at all. When someone does gain her trust, she is immensely loyal to them. After having experienced heartbreak previously from losing not one but two close companions to the Calamity, however, Merisia is not keen on repeating such experiences, adding to her reluctance to bond with others. She also has a low tolerance for unneeded malice, and is unafraid to confront someone who she believes has done something wrong. (She isn't opposed to doing things purely out of spite for lighter offenses, though.)
She isn't very fond of Wildwood Elezen (whom she rudely refers to as "Greens") or even Gridanians in general, viewing them as egotistical, closed-minded, and far too obsessed with nature to care about the world around them. Merisia doesn't like the wealthy crowd, either, particularly after some negative experiences with their greed in Ul'dah. When discriminated against, Merisia's short temper often causes her to get defensive and hostile very quickly, typically leading to insults being thrown about with no care about repercussions. Despite her dislike of Gridania and many things pertaining to it, however, Merisia is somewhat fond of the Sylph that reside in the forest, if anything due to her shared love for pranks, humor, and general tomfoolery. She does occasionally take part in some more humorous pastimes (though she isn't public about it) and enjoys a good laugh, although this tends to come at light expense to others.
It may not be obvious, Merisia does have a kind heart. Even if it means foregoing personal rewards or desires to do so, she is unafraid to help those truly in need. However, she has little desire for others to see her caring side if it isn't necessary, and even less desire for others to think her someone they can use or take advantage of. Naturally, any sign of someone attempting this is often met with a stern (and often very rude) protest and - in some cases - a lighter coinpouch for good measure. When aiding someone, Merisia will often be subtle about it, or otherwise not make her efforts obviously known. If spoken to about it, she will typically be dismissive or otherwise act apathetic, eagerly changing the subject or finding some way to walk away from the conversation, be it by scolding or by actually walking.
Everyone feels sorrow and pain, and Merisia is no exception. However, she often opts to bottle it up around others by burying it in anger, denial, or biting remarks; though there are times where she may still have to fight back tears and force herself to focus on something else to avoid truly breaking down. Only when alone or around those she absolutely trusts does she ever feel safe letting her true emotions show when upset or hurt, be it from a quiet explanation or a flood of tears. Once recovered, of course, she slips back into her usual sarcasm and grumpiness and will refuse to speak on the subject further, getting dismissive and insisting that she's fine if someone shows concern. On the flip side, if she reconciles with someone after arguments or even a fight, she may offer a few more light-hearted jabs in place of her usual cold ones, possibly the only indicator that she's not quite as grumpy as she lets on.
Merisia is much smarter and more observant than she seems, and prides herself on her ability to not only formulate strategies but also to revise them on the fly. As such, Merisia is highly adaptable, and responsible enough to prioritize focusing on the situation at hand, sometimes completely foregoing her hardened, sarcastic facade in the process if things are serious enough. Her determination is nigh-unbeatable; once she sets her sights on something, she'll rarely stop until she gets it, no matter what mischeif she has to get into or whatever poor soul she has to drag along with her.
Carbuncle, Merisia's summoned familiar, has a limited personality of his own. Though he shares much of Merisia's curiosity and stubbornness, he is far more playful and mischievous, and much more willing to approach others and help them. He's quite obedient and generally friendly to just about anyone who treats him well, although his primary loyalty will always lie with Merisia. Carbuncle is also very intelligent, although he can't communicate outside of various squeaks, hisses and yaps. His skills in observation are more than just a tool in battle; he will often pick up on the emotional cues of others and act accordingly if he's certain he won't get in too much trouble.