CHARACTER INFO
Character Name: Ffamran "Balthier" Mied Bunansa
Canon: Final Fantasy XII
Point taken from canon: During the one-year lapse at the veryyyyy end of the game
Age: 23
Gender: Male
Village: Kusasato
Sexuality: Mostly heterosexual, but with homosexual tenancies
Appearance: As for his physical appearance, Balthier is a
thin, 6" tall Arcadian male. He has short, brunette hair and dark brown eyes. Despite being born into an Archadian society (where pale whiteness dominates), he's acquired an
exotic tan for some reason?
Perhaps the most defining feature of Balthier is his sophisticated choice in clothing and accessories. Crisp, white shirt-sleeves and a detailed leather vest is his trademark, along with the several multi-coloured rings adorned on his left hand. (As far as jewelry goes, he also wears dangling earrings and two sets of cartilage-piercings on each ear.) His detailed leather trousers is fitted with two belts, each carrying a bag for ammunition, supplies, and possibly treasure.
He handles himself very meticulously. He's very picky on the way he holds himself. Never to be caught slouching or lounging (and this is probably left-over from his Archadian childhood), he- unintentionally- emphasizes the fact that he's six feet tall, mostly because he's "the leading man", partly because he's been brainwashed by his childhood. He's an upstanding-type person, on the verge of adventure and so he looks as if he were ready for about anything. In a sense, he is, because he improvises far too much.
Background: Balthier is one of three sons born to Dr. Cidolfus Demen Bunansa. Though never knowing his mother, Balthier was mainly raised by his two older brothers, due to his father's constant research. He grew up in a favorable high society of The Imperial City of Archaes, the capital of the Archadian Empire, where he was taught in the most renowned Archadian schools, supplemented by the scientific chatter of his father at the dinner table. For much of his early life, he was captured by airships and tales of adventure- bedtime stories that his mother was supposed to have read to him. (He harbored no ill-will towards her, wherever she was.)
At the tender age of 14, his two older brothers enlisted in the Archadian army and, with the help of their father, they were immediately placed as Judges. It was the last Balthier ever heard or saw of them. In an effort to maintain relations with them, he began frequent escapes to Old Archades, befriending and supporting a street-ear names Jules with his seemingly endless wealth. Never before had he ventured outside of Archades. Only in textbooks and maps had he visited far-away places. But being outside the veil of Archadian textbooks was a much different experience. Young Balthier began to question the society he was raised in, leading him to question his own father.
After his brothers' leave, Balthier turned to Dr. Cid for attention. Regretfully, he was denied many times due to his scientific research and other goings of the Draklor Laboratory. He became spiteful of the topics of research- nethicite. It was all his father could talk about. "Everything he did, he did to get closer to the nethicite- to understand it." It consumed him and left Balthier to be the witness of his father's downfall. It was about this time when Balthier met a vierra named Fran. She was the opening door to the outside-world, his path to escape. He hated seeing his father babble on about some Venat, an apparent imaginary-friend of his after he returned from the ancient city of Giruvegan. He questioned whether or not he was even worth his father's attention anymore. In an attempt to assure his son, however, Cid made Balthier a Judge when he turned 19, but it was useless. Painfully, Balthier stayed for a year until he could bear his father no more.
At age 20, he stole one of his father's prototype airships- The Strahl and reclaimed his childhood dreams of adventure with Fran as an accomplice. The one thing that was on his mind was treasure and he took it gladly. Traveling Ivalice was his dream, was his escape. The treasure he began to seek out was known as the Goddess's Magicite- the Dusk Shard. Little did he know, his past was about to catch up with him.
Enter Vaan- a street urchin in the fallen city of Rabanastre (a has-been city-state of the fallen kingdom of Dalmasca, a providence in-between the two great empires, the Archadian Empire and the Rozarrian Empire). In Balthier and Fran's search for the Dusk Shard, they found themselves in the Archadian-conquered city-state, in a treasure room with a young thief. This is when the duo became a trio. What followed was a Resistance attack upon the banquet that had been taking place while Balthier was supposed to have been stealing the magicite. Exiting stage right, Balthier, Fran, and Vaan made their get-away, falling into the Garamsythe Waterway, where they met up with a (previously claimed dead) Lady Ashelia B'nargin Dalmasca, the past Princess of Dalmasca and current leader of the Resistance being pursued by a group of Imperial Soldiers. This is when the trio became a quartet.
After being captured and separated from the Lady Ashe, the trio were sent to the Nalbina Dungeon. Under extreme protest from Vaan's friend, Penelo, Balthier stood between the two in order to prevent her capture, giving her his handkerchief to keep until they had made their escape. However, Balthier's long-chasing head-hunter, Ba'Gamnan, sought a way to blackmail Balthier into capture and thus, kidnapped Penelo (a girl whom Balthier barely even knew) for ransom. During the Nalbina escape, the trio ran into a man named Basch fon Ronsenburg (who was framed for assassinating the Dalmascan King). Once more, their trio became a quartet. After their return to Dalmasca, however, Vaan's employer found Balthier and blamed him for Penelo's kidnapping, demanding that the two sky pirates rescue her in the sky city of Bhujerba. Accompanying them would be both Vaan and Basch.
The quartet traveled to the Bhujerban 'Lansu Mines' as the ransom note said to do so, on Balthier's reluctant claim that "she was a nice girl". (In truth, his honor found him.) While on their search for the Lansu Mines, the Archadian Lord Larsa (young son to the emperor) accompanied them on a false name- Lamont. The quartet searched through the mines, ending in magicite veins. It was then that Balthier noticed something terribly strange about this 'Lamont'. His own father had searched for means to make manufactured nethicite from magicite ore. Larsa, mentioning the Draklor Laboratories and their pursue for manufactured nethicite, was questioned hotly by Balthier, but interrupted by Ba'Gamnan and his crew. They fled the mines, seeing Larsa and Penelo at the end with accompanying Judges at their side.
Later, after another arrest and escape, Penelo joined the quartet to become a quintet and they returned to Bhujerba with the Lady Ashe. In a plead for a hunt to prove her identity, Ashe asked Balthier to steal her away to Jagd (a neutral, desert land inhabited by not-humans and not-empires) where the Raithwall Tomb waited with the Dawn Shard. At first, Balthier insisted the Princess be left in Bhujerba, but when she mentioned treasure, he accepted her proposal and the quintet became the final sextet.
After retrieving the Dawn Shard (and the discovery of the extreme lack of "measurable" treasure), the party was ambushed by Archadian Judges, hell bent upon the Dawn Shard (which turned out to be deifacted nethicite). Unfortunately, the fleet that carried the stone tried to use it and ended up blowing their ships out of the sky, leaving the party as the sole survivors, escaping on a cargo ship.
Doubling back to Rabanastre, Balthier took from Ashe her wedding band that belonged to her late-husband as payment and compensation "until [he could] find something more valuable". (Vaan asked him what that would be and Balthier replied, "I don't know. But I'll know when I find it!") After several more unimportant-to-Balthier events he led the party to the Imperial City of Archades, to the Draklor Laboratory to help Ashe in her quest to destroy the last piece of the nethicite (or so she thought), the Dusk Shard. Dr. Cid, however, was disgusted at his son's late return to Archades and Balthier, in turn, informed him that whatever he was doing was absolutely insane. Protected by Venat, Dr. Cid left the boss battle and headed for the ancient city of Giruvegan, the same place he had returned from six years before that. (Or so he said.) Balthier, not in the mood for his father's retreat, pursued him and intended upon waiting for him at the city gates. However, seeing as he wasn't there, the party pushed forward to discover the Occurian immortals, "history's stewards". Upon realizing that his father was actually talking to one of the Occuria.
Several more non-Balthier-important scenes later, they found Dr. Cid at the Pharos at Ridorana, a temple devoted to keeping the source of the nethicite- one from which the Dusk, Dawn, and Midlight Shards were all cut from. As a last-minute, desperate attempt to reel his father back into sanity, Balthier claimed his father was being used by Venat, but Cid would have none of it. Cid lashed back with his "logic" and "reasoning" being that the use of manufactured nethicite would end the Occuria's control on Man's history. Balthier flew into rage, retorting that his father was trying to "mimic the Occuria's stone to become a god [himself]". Realizing his father was lost to the stone, he aided in killing him. Only at the last minute did he take pity on his father, after he had fallen, and asked if there would've been any other way. But attempts were futile and he was told to run like pirates do. After Cid's death, a sky fortress Bahamut was awoken due to Cid's triggering effect. Balthier mildly commented that it was perhaps the last great achievement and he was to be charged with bringing it down.
With the Bahamut's defeat, Balthier and Fran left the party onward to new adventures and new treasures.
Enter Kannagara.
Personality: Balthier is a man of sophisticated pride, though very theatric. He waves his own flag of independence, choosing never to ally himself with any country or community. The only alliance he maintains is with his partner-in-crime, Fran. He has a touch of vanity in him, no less the workings of Archades, and a taste for the truly divine, yet distaste of snooty high-society. He considers himself the "leading-man", often leading himself into trouble- or, as he would call it, "story". Self-sufficient, he relies on very few people, one of the few being Fran. He is almost always cool-headed while successfully "winging" plans. Thus, he's brought a great deal of self-confidence to his psyche, assuring himself of his constant awesomeness.
But he is not without flaws. Although he has taken into account the failures of his father's past, he does little to correct his own. Running seems to be the plan for every occasion, except where he cannot avoid doing so. And the case in which he can run is from his past. He flees from it at a maddening tempo, always looking to the future- always to the bright-side of things. His blinding optimism leaves little room for reflection on his side. He makes a mockery of those around him, not meaning any ill-will towards them, but in hope to break the dreaded seriousness of his past and of others' pasts. In a sense, he is as much pessimistic as he is optimistic- pointing out other's flaws in order to make them realize how ridiculously stupid they can be. Balthier does not take the world seriously at all. His sarcasm is endless. It's a game, it's a play, and his role is the leading-man.
As the leading man, he does not allow anything to lead him. This is crucial. From the downfall of his father, Balthier doesn't trust things or people with power. He detests the idea that anyone could ever take themselves that seriously to forget their human qualities and flaws. The few things that do make people worthy are their usefulness to him.