|Dragon Quest VII|
|Title(s)||Dancer of Deja|
A fine sword fighter with incredible feminine charm to boot. Raised by the Deja Tribe, her dancing skills are second to none. But a sorrowful glint in her eyes suggest a troubled past.
--Description from the Dragon Quest VII instructional manual.
Aira is similar to dress as Kiefer. She wears an abbreviated red jacket that she leaves open. She also dons a leather bra and with a red bikini bottom. Draped around her waist is a tattered cloth that she wears like a robe. Slung on the back of her waist is the Deja Sword with which she is quite proficient. In appearance, she looks like a dancer and a warrior, which fits her nicely.
In fact, many people from Estard, including King Burns feel a connection to her, even though they have never met before, pushing the implication that Aira is the descendant of Kiefer.
Aira is quite the forceful person. Whatever she decides to do, she does and damn the consequences. Many of the tribe find it hard to tell her what to do or what she should do. In fact, during her initiation as the tribe's lead dancer, she walked out from the tent where the initiation was taking place, upset with the way the chief was playing the tula. During this, no one was able to stop her for fear of her swordsmanship. She finds that she is restless with the way of the Deja Tribe. She wants to go and find new adventures.
However, this isn't to say that she is a brat. On the contrary, she is very dedicated to reviving God. Her reason for joining the party, first and foremost is to find a person to play the legendary Terra Tula.
Not much is known about Aira's past except that she was trained to lead the Deja Tribe in dancing. Someone also taught her to fight with the sword as she is very proficient in this art as well.
During the initiation to become the tribe's dancer, Aira walks out of the tent where she is performing. She heads to a cliff by a waterfall where the Hero and party catch up to her. She asks them who they are and they introduce themselves. Aira believes that they were sent by the Chief of the Dejans. She explains that she has no desire to be a dancer. With that, she returns to the Dejan camp.
When the party arrives, they find Aira and the chief having a heated discussion. Aira wants to find the legendary Tula Player but the chief doesn't want her to leave. As the party enters the tent, Aira quickly uses them to her advantage. She tells the chief that she will be in their capable hands. The chief asks the party if this is true. The Hero responds in the affirmative. The chief relents and tells Aira to be careful on her journey. Aira is given the Terra Tula to find the Legendary Tula Player.
Aira then leads the party to the cliff again and finds a grave that reads Here lies the Holy Dancer and the Holy Guardian. She digs up the grave and finds the Deja Sword. She explains that this is the sword that Deja Guardians use to protect the tribe. The chief didn't approve of her having it so she buried it. She then lies under the stars and invites the party to do the same.
Night passes and they wake up the next morning. Aira formally joins the party and they set off to find the Legendary Tula player.
If the player heads to Estard first and enter the Castle, Aira will tell the party that she feels as though she has been before even though she knows she hasn't. If the party talks to King Burns, he will ask Aira to look her in the eyes and ask if she recognizes her. Aira will respond that she doesn't.
The party head to Mardra and find it a place dedicated to to the arts. They meet the Princess Michaela and tell her of their quest to find the Legendary Tula Player. Michaela responds that she will use her influence to organize a contest so that a Tula Player can be found. Aira leaves the Terra Tula with the princess and continue on their adventure.
Aira joins the party at level 21 and already several abilities learned.
|21||Fireball||4||One Group||Hit one group of enemies for 20HP in fire damage||No|
|21||Fire Slash||0||One Enemy||Adds fire damage to attack||Yes|
|21||K.O. Dance||0||All Enemies||Attempts to kill all enemies with a terrifying dance||No|
|21||Panic Dance||5||One Group||Causes confusion to one group of enemies||No|
|21||Parry Pass||0||Self||Reflect any physical damage against the caster to another party member||No|
|21||Psyche Up||0||Self||Charges up for next attack||Yes|
|21||Rob Dance||0||One Enemy||Steals MP from one enemy||No|
|22||Life Song||10||All Allies||Takes two turns. First turn, the spell is cast. Second turn, all allies may be revived with partial HP.||No|
Aira is able to equip most weapons and armors in the game. Because of this and her high strength increases, she is best suited to physical attacks.
Being the ritual Dancer of the Dejan tribe, it isn't surprising that Aira joins the party with the Dancer class already mastered. She joins the party as a three-star Soldier. The player should allow Aira to become a five-star Soldier so that she can use the skill Sword Dance, a powerful skill that attacks all enemies four times.
The name Aira can be seen as a conglomeration of the Italian name Aria, meaning 'Song' or 'Melody' and the Japanese name Airi which means 'Love' and 'affection'.
- Aira is a descendant of Kiefer; she is implied to be a direct descendant because of her position in the clan and her skills.
- The tombstones of the two ancient heroes of the clan are the tombs of Kiefer and Layla.
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|v · e · dDragon Quest VII|
Coastal • Dark Palace • Deja • Dharma • Dialac • Dune • Emberdale • Estard • Falrod • Gorges • Hamelia • Krage • Labres • Litorud • Loomin • Mardra • Mentare • Mezar • Orph • Pilchard Bay • Probina • Ballymolloy • Sky Fane • Temple of Dharma • Verdham • Zion Cave