I think the main thing I'd ask you to bear in mind is that, as it stands, characters might not react well to the summoned creatures. There are three things which I can think of which the average joe might be aware of as "summon-able":
Unless the creatures look like carbuncle, people are potentially gonna be a bit edgy around them...
As a genuine question that I hope might help you get a better handle on this: how far is your character willing to go to bring her companions into the world, as it were?
If volunteering for deadly expeditions and contacting esoteric scholars was what it took to give form and purpose to the friends she's imagined for herself, would your character undergo it? What about learning to create or maintain complex magitek devices? Pouring over books to try and understand why the geometry she's spent weeks working on still won't bring a functional carbuncle into the world?
Because the answer to that question means a lot when it comes to your character's underlying temperament. And if she's more content to take the "easy way out", or doesn't want to risk herself, well... do you want Voidsent? Because that's how you get Voidsent. ;) (Or, y'know, just straight-up Primals.)
The unfortunate references: Tam-Tara Deepcroft (Hard); Azys Lla MSQ.
I mean, this also could also be a storyline you could run with other players - i.e. she starts out having these desires, and sets out to bring them into fruition with the help and input of the people you meet. But that depends on whether you feel like roleplaying her "going without" her companions or not.
I don't know what purpose the summoning thing is serving to you as a player. Why is it a concept you're so fond of? What about it makes it so immutable from her character concept? That might help people make meaningful suggestions about fleshing it out, rather than just taking stabs in the dark like I have been here xD
I hope something I wrote was helpful, at the least...
- carbuncle;
- voidsent; and
- primals, and egi of primals.
Unless the creatures look like carbuncle, people are potentially gonna be a bit edgy around them...
As a genuine question that I hope might help you get a better handle on this: how far is your character willing to go to bring her companions into the world, as it were?
If volunteering for deadly expeditions and contacting esoteric scholars was what it took to give form and purpose to the friends she's imagined for herself, would your character undergo it? What about learning to create or maintain complex magitek devices? Pouring over books to try and understand why the geometry she's spent weeks working on still won't bring a functional carbuncle into the world?
Because the answer to that question means a lot when it comes to your character's underlying temperament. And if she's more content to take the "easy way out", or doesn't want to risk herself, well... do you want Voidsent? Because that's how you get Voidsent. ;) (Or, y'know, just straight-up Primals.)
The unfortunate references: Tam-Tara Deepcroft (Hard); Azys Lla MSQ.
I mean, this also could also be a storyline you could run with other players - i.e. she starts out having these desires, and sets out to bring them into fruition with the help and input of the people you meet. But that depends on whether you feel like roleplaying her "going without" her companions or not.
I don't know what purpose the summoning thing is serving to you as a player. Why is it a concept you're so fond of? What about it makes it so immutable from her character concept? That might help people make meaningful suggestions about fleshing it out, rather than just taking stabs in the dark like I have been here xD
I hope something I wrote was helpful, at the least...