Current
Now running: World of Light: The Tale of the Dark Itself
4 mos ago
Forever and ever, amen
8 mos ago
Calling out from Scatman's world
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like
10 mos ago
Called into action - by threats that seem harmonized
1 yr ago
Tomorrow comes
Bio
Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.
Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.
After Teba disappeared into the gathering dusk, soon to be night, the two who remained looked on for a few moments longer, more or less crushed by the weight of the archer's condemnation and the innocent life they failed to protect. Though the guttural screams and twisted, unintelligible words of the Nordic undead had fallen silent, the cruel wind still howled across Dragonspine's cold, impartial faces of stone, the stark and miserable mausoleum of one more unfortunate soul.
Unable to stand the stillness, Frisk moved first, collecting the vestiges of their enemies from the snow where they had fallen. Albedo watched through solemn red eyes, scarlet as the sunset that these winter clouds hid away from him, as the child tottered stiffly between each one. In turn Frisk destroyed each one, perhaps in a final act of revenge, and from those prismatic remnants obtained the spoils of a hollow victory. A bow, a shield, a crystal, a fruit, and in a twist of the knife, a handful of ghastly bones...whatever extra security they might offer, if Frisk knew how to wield them, would do little to quell the pain inside. Regardless, Frisk kept them all, and Albedo made no claim to them. A shadow of interest passed over his features, however, when the child crouched down in front of the one that bore Melony's image. The moment Frisk embraced that spirit, a dazzling lightshow blossomed in the snowy twilight, so bright that it forced the alchemist to look away.
When he could finally bear to look at Frisk once more, he found that his companion was a child no longer. Instead of a nondescript kid, he beheld a woman in her mid-twenties, a little portly beneath warm winter gear, with longer hair that ran a distinct gradient from cream-white to chocolate-brown, like a dessert melted in summertime. His eyebrows rows as he registered the remarkable transformation, and Frisk seemed just as surprised as he was. The sheer bewilderment that accompanied such a drastic physical and mental change seemed to take the edge off her anguish, but she managed to keep a hold of herself, and focus on what came next. With Melony gone, the torch had been passed, and the responsibility of getting her affairs in order fell to Frisk. Even though she'd only just now learned what Pokemon were, she also knew that her Pokemon were out there, scared, lonely, and desperate for their beloved trainer. She wasn't going to let them down.
With her spirit bolstered to the point where she could continue on despite a cracked ankle, she joined Albedo again, who gestured to the cliff beside them. Though their downfall during their fight with the Draugr, it still served as the path forward, and the less sheer rocks nearby could be used to climb up. As his companion turned away went to begin the ascent, Albedo echoed her words. "Down to us."
While her back was turned, Albedo reached for the icy sword he'd planted in the ground, and with a quick, sharp yank, pulled it free. He approached the woman struggling to lift herself up onto the first ledge, his eyes fixed on her back, and his pace began to quicken. Then, without warning, a sudden exclamation off to the left got his attention, and the alchemist's pace slowed back down as his head snapped toward the disturbance's direction. Though smaller than he used to be, the malign blight of the Prisoner's head was unmistakable, and Albedo's eyes narrowed. "There you are." Without missing a beat he leaned his sword against the rock wall and gave Frisk a boost up from below to get her onto the ledge. Then he stared down at the Prisoner as he rolled closer, the young man's expression one of mild reproach.
"Yes, quite a lot has happened after you disappeared into the evening gloom," Albedo summarized. "And little of it good, I regret to say. We were attacked, and Melony did not survive. Teba blamed us, despite flying ahead in the first place, and left in the aftermath." His manner remained somewhat chilly when the Prisoner requested a ride. "You say it's inadvisable to touch you, but then ask to be carried, regardless? Are you perhaps toxic or infectious in some way?" He crossed his arms. "In this form, you do remind me of a slime, which apply elemental effects on contact. I certainly don't intend to be rude, but even if your presence isn't deleterious in some way, carrying you with us is a risky proposition. It would be harder to surmount obstacles, like this wall for instance, and if more enemies appear...you aren't capable of fighting in this state, are you?" Albedo's hypothesis turned out to be one hundred percent correct. "Regardless, if you wish to persevere with us, I will not try to dissuade you. I hope you're not susceptible to the cold, at least?"
Appearance: A little short for a dwarf, Norburr is pale of complexion, enough to seem sickly if not for the ruddiness of his nose and the bags beneath his squinting, razor-sharp hazel eyes. His blonde locks carry on past his shoulder, and the lowest of six voluminous braids of his beard -the feature he’s by far the most proud of- extend all the way to his waist. His steel helmet is pointed to help deflect impacts from above, and affixed with a special candle to light the way. Other than that, he’s clothed head to toe in thick cloth and hide, well-padded to ensure minimal exposure to the dangers of the underground, be they stone shards, poison fungus, acidic drippage, or thorny briars
Skills:
Prospecting - As a prospector, Norburr is very talented when it comes to telling what lies ahead in the underground world. At times it might seem like he’s some sort of wizard, possessed of future vision, but it’s all the result of extensive knowledge and lots of experience. If given a chance to study his surroundings, and especially to run some tests, he can get a pretty good idea of an area’s identity, integrity, resources, and dangers
Prepared - In Norburr’s line of work, it pays to be ready for anything. He carries a whole host of different items on his person, offering a wide range of utility, and oftentimes can whip out just the right thing at the drop of a hat
Perseverance - No matter how good your predictions or thoughtful your preparations, anything can happen in the bowels of the earth, and where plans and equipment fail, strength of character prevails. Norburr has a level head and a never-say-die attitude, able to take stock of a bad situation and put together a plan
Flaws:
Greed - the fatal flaw of all dwarves. While his lust for gold might be a little less strong than most dwarves, Norburr is greedy in another way: for wonder. His heart yearns to see and experience everything that the underground has to offer, all the caves and formations and creatures that he never in a million years could have imagined. This greed can sometimes overpower his caution if he’s already assured of himself, making him complacent
Particular - Norburr likes things done a certain way. If his fellow expeditioners object to his routines and checklists, urging him to lay off the tests for once and live a little, it’s only because they’re fools–at least in his eyes. Slow, steady, and safe wins the race after all, even if it doesn’t win him that many friends, or a place at the drinking table. This makes him somewhat bossy, even fussy, and if he isn't allowed to take the time he needs to get comfortable with a new area, he can get pretty anxious
Fighting Prowess - while tough in his own right, Norburr is not a warrior, and has only basic training in the arts of combat. If a fight can’t be solved by mindlessly swinging his pickaxe, he’s probably outclassed. He’s forced to rely on others to fight for him, or if confronted directly, his chemicals and other items, which puts a hard limit on how much he can fight
Background: For dwarves, there is no greater industry -indeed, for many, no greater calling- than that of mining in the depths, of exploring ancient caves and carving new tunnels to extract the inexhaustible wealth of the earth. The average gung-ho, bright-eyed dwarf, however, knows little beyond walk forward, hit rock, mine ore, so fixated on the valuables just waiting to be exhumed that the stone around them is little more than a bother. Yet the underground is an incalculably vast and varied realm, with environments and ecosystems all its own, more kinds of stone than there are trees, and more exotic flora and fauna that could every be crammed in the encyclopedias, especially as you go farther down. While the hotheads are swinging away, who’s watching the area’s structural integrity, and setting up supports to make sure that the roof doesn’t fall down on everyone? Who decides the direction the miners delve, and how far? Who can see the telltale signs of a monster infestation ahead, or a pocket of volatile natural gas, or drippage of subterranean lakes? The Deepslates, that’s who.
The Deepslate line never produced the mightiest dwarves, or the cleverest, or the best crafters, or the most inventive, but just like his forebears, Norburr possessed a rare gift: perception. While in his earlier years his youthful energy drove him alongside all the other firecrackers to be the best digger and delver around, his impetuousness eventually contributed to a terrible cave-in that resulted in a slew of injuries and afflictions, some to his friends and even his brother. On that day Norburr realized just how important his stodgy old father Gorburr’s duty really was, and cast aside his thoughts of rebellion to embrace the role of support. He received his line’s humble but beloved Candle-light Cap, and from that day forward, his would be the guiding light in the tunnels deep below so that all who ventured into the howling dark might return to drink in their hallowed halls once more. While his attitude can be somewhat acerbic and clinical at times, leading others to think of him as a know-it-all killjoy, few can contest the claim that he wants what’s best for his fellow dwarf, and that his acuity makes sure that everyone gets home alive.
Miscellaneous: The stuff he carries on his person includes:
Silver Pickaxe - a prized possession, his by rights when his brother was crippled and forced to give up mining. It’s not actually silver, but it is nice and shiny, and decorated with a miniature dwarven head. Sometimes referred to as Norburr’s ‘best friend’
Hammer and Chisel - a couple small tools for chipping rock samples
Soft Case - a padded bag full of vials of different chemicals, mostly acids. The different fluids react to different materials, allowing him to identify stones that they’re exposed to. They can also deal some damage in a pinch
Flint & Steel - scratched together long enough, these bits of rock and metal can make a spark
Torches - ten sticks wrapped in oily cloth, able to provide light for some time when lit
Rope, Grappling Hook, & Iron Spikes - not every cave is a nice, safe tunnel. Some go straight up or straight down, or open up into vast open spaces. Being able to traverse vertically -and safely- is a privilege
Candles - a Norburr special. These long-burning candles are somewhat precious to him on account of the wax they take to make. Their distinctive yellow flames are very sensitive and will flare up if exposed to even a trace amount of volatile gas, warning him about larger, more dangerous concentrations of the stuff nearby. The pungent smell of the candles hangs in the air a good while and can be used to tell where he’s been. Supposedly a bug repellant too, but that has yet to be confirmed.
Cave Blooms - Norburr carries flowers that are sensitive to toxic gas in a pouch. If one’s taken out, it will quickly wither and die in the presence of such gas, signaling that he should steer clear
Sleeping Mat - For long nights in the caves, rolled up and tied when not in use to save space
Canteen - Contains water. Usually.
Cave Nuts - a pouch full of the seeds of a particular subterranean plant. They look like pebbles, but if stepped on will produce a loud crack. Scattering them around an area works as a makeshift alarm system
Location: Sandswept Sky Level 9 Tora (231/90) Level 9 Poppi (231/90) Level 7 Big Band (59/70) Midna’s @DracoLunaris, Sectonia’s @Archmage MC, Primrose and Therion’s @Yankee, Jesse’s @Zoey Boey, Raiden’s @XoXKieroBombXoX, Bede’s @Crimson Flame, the Phantom Thieves, Braum, the Scout, Peacock, Vandham, Wonder Red, Asbestos, Commander Nelson, Alice MacGregor Word Count: 2350
For Tora, getting ready consisted of little more than eating up. Feeling rather deprived after spending his whole day yesterday doing nothing but exercise, with little more than an admittedly tasty Mexican lunch to show for it, the Nopon took the opportunity to stuff himself with whatever Tumbleweed Saloon had to offer. Greasy fried bacon, buttered biscuits, chicken-fried steak with gravy, toast, beans, and fruit all disappeared into his black hole of a stomach. Like Raiden, Poppi did not need to eat, but unlike him she didn’t indulge in the practice anyway; instead the Artificial Blade just enjoyed the smell, using acute olfactory sensors to make double use of the food her Masterpon put away.
The duo’s preparation only came to a temporary halt in order to greet Bede when the boy revealed itself. After a little unsolicited eavesdropping, he announced what seemed like an intention to travel alongside the Seekers to their current destination, and being who they were, Tora and Poppi greeted him immediately. “Hello Bede! This Tora!” Poppi said, inverting the pair’s customary greeting.
Her Masterpon caught on right away. “And Poppi is Poppi!” he replied, holding his wings out toward his creation like a showman on stage. Then he went right back to eating–at least until Raiden showed up.
The cyborg ninja appeared with a request for help, and though he continued to chew away at some milk-soaked hardtack, he listened attentively. If he could actually lend a hand, it could be the start of a beautiful new friendship, and possibly leave Raiden in a handy state of indebtment! Luckily, Raiden’s problem was right in Tora’s wheelhouse. He needed the inventor to install some new bladed weapons into his arms, but those blades happened to be in a state of disrepair. Tora dabbed at his mouth with his napkin in an attempt to look refined, then cleared his plates for Raiden to put the arms down. It took only a few moments for him to grasp how the blades ought to work. “Meh-meh,” he said appreciatively. “Clever little device. Teensy bit primitive for Tora standards, but can definitely make work, meh!” With a nod he pulled the arms closer. “Tora agree, now not good time. Tora study and fix this up during day. Then we meet later. Tora eventually need good look at friend Raiden’s own arms, maybe re-engineer a little to accommodate blades, meh-heh-eh…”
Poppi smiled at the swordsman as if nothing could possibly go wrong. “Raiden not worry. Despite appearances, Tora best engineer in business!”
“What Poppi mean, ‘despite appearances’?” Tora asked, aghast.
Band leaned over, a roguish look in his eyes. "Hey, while you're at it, when're you fixin' me up like ya said ya would, Tora?"
"Meeeeeeeh! Tora beset on all sides!"
Before their mission began, the Seekers had a little more deliberating to do. Midna wanted to pay another visit to Split Mountain to fulfill the promise she made to Gemino, and with her ferrystone she could definitely make that happen, so long as the portcrystal the team set down near the now-shattered upturned bell Jondo remained intact. Despite the prospect of a return to the utterly brutal Graveyard of the Peaks, she seemed pretty optimistic about a quick and easy win, while also knowing nothing about what exactly that mission entailed.
“Hold on now, you’re serious!?” Big Band wheezed, his eyebrows high with disbelief. “I know we didn’t lose anyone last time, but I’m pretty sure that whole flyin’ to the peak thing ain’t happenin’ again. I mean, you remember all the bodies in the snow, right? And you’re gonna waltz through all that for a couple drops of oil?”
To his further bafflement, Midna wasn’t the only one, either. Primrose reaffirmed her intention to go with her, and at that Band could only shake his head in resignation. “Y’all got a death with or somethin’. I feel bad for that poor sonuva gun too, but you ain’t catchin’ me freezin’ to death up there again, no ma’am.”
At that point, Shovel Knight downed the last of his glass of water and stood up from his table with Vandham, Asbestos, and Wonder Red. “If you wilst not reconsider, fair maidens, please allow me to escort thee through this most inhospitable clime. On mine honor as a knight, I cannot conscion abandoning thee to such a cruel fate.”
“Count me in while you’re at it!” Braum interjected, smiling good-naturedly as he stood alongside Shovel Knight. “Whether a team of five or four, we stand a better chance together!”
Shovel Knight received the go-ahead from Vandham, as well as a spare ferrystone from Jesse, who would have no further need of hers. Other than that, only the newly-transformed Sectonia offered any more alternative ideas, but since nobody knew what she was talking about everyone went ahead and proceeded with the plan. The sight of Sectonia reminded Panther of a potential fusion of her own, but rather than broach the subject with her fellow Phantom Thieves, she kept Scythana’s spirit in her pocket for now. If she was going to be packed into a train, after all, the last thing she needed was more height. In short order the Seekers of Light left the saloon, packed up their things, and with their new acquaintance Bede set off toward Gerudo Town.
After following the road to the walled city, the group heeded Alice’s instructions and took a right at the main gates. The Virgin Victory’s pilot guided them around to the southern side of Gerudo Town, where the entrance for their enigmatic train station awaited them. This doorway, a lot smaller and less obvious than the main gate, also featured a pair of guards, but unlike their counterparts elsewhere they did not intend to bar the way to the team’s male members. “Inside is the station,” they explained. “Males may not proceed through the doors to the city. Just wait at the platform for the train to arrive.”
Compared to the massive station in Al Mamoon, this one seemed to Tora to be a rather paltry affair. He and Poppi lined up behind a handful of Gerudo Town residents ready to commute elsewhere on the continent for their day jobs, where the Nopon stared quizzically at the giant cat flap on the wall and the strange track that ran out beneath it, through the building. The way that it shimmered, like brilliant yellow glass, intensified the feeling of familiarity that first hit him when Alice described her experiences from last night. After a couple moments spent wracking his brain he suddenly remembered that he’d seen both a track and a tunnel like this before. In fact, he’d spotted it in Al Mamoon during his long hours spent tinkering with the Railway Gun the day before yesterday. At the time the sight of a giant cat appearing from the tunnel with a train in tow seemed like just another quirk of this weird World of Light, and a distraction from his engineering to boot, so he paid it no mind and forgot. Who could have imagined what such a thing represented for his team?
“Before we left, I contacted HQ,” Commander Nelson told the group. “Reported Alice’s findings, as well as our intentions. They came up with a plan. Once we reach the metro, we’re to split up into groups of four, and take different trains to different locations. After arriving, we’ll call out for Moogles, who will appear with tracks that can relay to HQ our locations. Our objective is to locate as many train stations as possible on the map, as well as to find the closest one possible to Alcamoth. Understood?”
“So we just ride around and see new places, meh? Sounds fun!” Tora agreed, and Poppi nodded along.
“I can dig it,” Band concurred. “Must say, I’m lookin’ forward to seein’ this home base of yours. After all I’ve heard, it better knock my socks off.”
“Like you even wear socks, pops!” Peacock laughed.
The Phantom Thieves exchanged a quick word. “Fine by us,” Joker announced. “Much as we want to move on, a deal’s a deal, even if Fox isn’t here to see us uphold it. We’ll stick with you ‘til everything’s wrapped up on this end.”
“Long as I’ve seen the last of this bloody sand, I’ll agree to anythin’,” the Scout grumbled.
Asbestos leaned on her shield, flicking her tail back and forth with a toothy smile. For a travelholic, it was hard to suppress the excitement that the idea of literal fast travel inspired. Still, she managed to keep her cool. “Like I’m gonna stick around this dump!”
“Sounds like we’re all in agreement,” Vandham observed after a few more responses. “Let’s ‘ave some fun, but keep your wits about ya as we move along, right mates?”
A couple minutes later the train very suddenly arrived. Without any warning, a huge orange cat exploded out of the cat flap, dragging a subway train behind it. In seconds the whole thing screeched to a stop at the train platform, and the doors flew open. A handful of passengers, all female, stepped off and made for the station doors, while those waiting climbed aboard in a casual manner. Veteran Metro riders either seated themselves or grabbed hold of the straps that dangled overhead, prompting the newcomers -either to this particular train or the concept of a subway in general- to follow suit. Tora hopped into a seat, then got picked up by Poppi and placed down again on her lap as she took the seat. Big Band, meanwhile, elected to stay on his feet. A couple moments passed, a tone sounded out, and the doors slid closed. Then the cat let out a loud meow, and the train began to move. With nowhere to go but the pitch-black hole in the wall, it was a matter of seconds before the locomotive was swallowed by darkness.
Tora definitely flinched, and he also definitely felt foolish afterwards, because nothing bad happened. Sure, he couldn’t see anything when he peered through the train’s windows, but the train itself remained brightly lit, without suffering so much as a bump as it sped into the passage. For a while, nothing continued to happen, and the Nopon’s initial exhilaration began to turn to boredom. He fidgeted on Poppi’s lap for a bit, then pushed himself off to walk around the train a bit, which his companion didn’t mind thanks to his remarkable weight. Tora thought about chatting to the others, or evening beginning his examination of Raiden’s Mantis Blades, but the anticipation was just too much. He kept his eyes fixed on the windows, convinced that the second he looked away, something interesting would happen.
Sure enough, at the three-minute mark, there came a beep through the intercom, followed by a cutesy voice. “Now arriving at…Edinburgh MagikaPolis.” Before Tora could properly process that, the darkness surrounding the train suddenly fell away, and the train shot out into an immense, wide-open space. His jaw dropped as he struggled to take in the sight of an indoor city, enclosed in brick and floored in hexagonal stone tile, utterly flooded with radiant neon lights, and absolutely silly with cat-themed imagery. He could see tons of food carts, stories upon stories of shops and homes, construction, advertisements and an impossible amount of black cats of all shapes and sizes walking around and hanging out beneath a sky of colorful train tracks, twisting and bending through the air like ribbons on the breeze. “Welcome,” the cute voice said. “To the Metro!”
He was still so spellbound by everything that when the train finally pulled into the station, and the doors opened right in front of him, he didn’t move before Big Band picked him up as he passed. “C’mon, Tora, don’t get in the nice folk’s way,” he chided lightheartedly before setting the Nopon down on the platform. The detective then lifted his face from his mouthpiece to drink deep the smell of this strange yet wonderful place. A faint wind blew through the Metro, and it carried with it the tantalizing aromas of nearby food trucks. He could make out the smells of fresh french fries, coffee, burgers, and pizza, as well as a number of others that he couldn’t quite place, but stimulated his senses nonetheless. He followed his nose and found a food court off to the right, where black cats gathered at tables to enjoy their morning meals while waiting for the next train.
Shortly after the train’s passengers disembarked, a warning rang out from behind him. “Watch out!” the cute voice teased. “Doors closing right nyaow” As it pulled away, the voice added, “Next stop, Carnival Town!”
In front of the group sat a handily-placed wall screen, and when Band plodded over, he quickly realized that it offered information about the Yellow Line, a train circuit that evidently ran through the Sandswept Sky. “Hey, over here!” he called to the others as he turned to learn more. Carnival Town, Al Mamoon, Gerudo Town, he read. Just three stops for the whole region?
“Well,” he began, “This Carnival Town ain’t ringin’ any bells, but I bet if this Yellow Line just connects up places all across the desert, then the other-color lines do the same for the other regions.”
“Yeah, right on the money!” A small voice said on his right. He turned to see a black cat of very short stature with a long, loopy tail, a plastic-topped coffee cup held in his paw. “First time in the Metro, you guys?”
Tora waddled over, looking chipper. “That right!” he told the cat. “Can friend tell us anything about how Metro place works, meh?”
“W-well, you’re in the Yellow Station right now,” the cat replied, seemingly a little nervous to have so many eyes on him. “If you go out into the main area, there’s a kiosk that’ll tell you everything you wanna know! But uh, I can tell you right now, you’re gonna have to buy a pass to get into any line.” He took a sip from his cup and headed toward the platform. “Uh, good luck!”
Once you reach the kiosk, the following information will be available:
White Line
Snowbelle City
Eleum Loyce
Slateport
Yellow Line
Carnival Town
Al Mamoon
Gerudo Town
Gray Line
Dunwall
Shinjuku
Esaka
Black Line
Aviary Biodome
Gutsford
Rapture
Mint Line
Twilight Town
Haven
Beige Line
Refinery
Highertower
Red Line
Central City
Coconut Mall
Wugachug
Green Line
Maplecrest
Thunder Mountain
Clock Town
Blue Line
Karnaca
Mafia Town
Radlandia
Purple Line
Queen’s Station
MTT Resort
Orange Line
Brightvale
Tomato Town
Ms Fortune
Location: Deep Blue Seaside - Limsa Lominscuttle Town Level 9 Nadia (35/90) Word Count: 2944
As she waited for the others to arrive, Nadia managed to keep herself entertained via the map table for a solid couple of minutes. All of the unfamiliar places and names, the outlines and suggestions of strange settlements and fantastical landforms, tickled her sense of adventure something fierce. When she tried to retrace the journey she and the others took along the Deep Blue Seaside, however, she became puzzled by the lack of detail on just about everything when it came to the Deep Blue Seaside. For the Bottomless Sea in particular, nothing existed beyond a vague and ominous name atop a dark spot in the map’s upper-left corner, leaving the whole area a murky mystery awash in the fog of war, which admittedly suited that perilous stretch ocean pretty well.
Oh, duh.
Then it hit her, as obvious as it should have initially been: her adventure with the Seekers had taken her far beyond the limits of what Alcamoth’s personnel managed to explore. As difficult as her own journey had been through war-torn waves and nightmarish frontiers, Nadia realized that the cartographers responsible for this map must have a pretty raw deal, too. They needed to be fastidious about the terrain they mapped, poring over it in far greater detail than the Seekers needed to, but they needed to be just as well-prepared for the infinite unexpected dangers of the World of Light. And even after all that, the map could be only so detailed, or accurate. When she thought about how much effort and risk must have gone into even what little this map had done so far, Nadia felt a little bad about nitpicking.
After losing interest in the map a few moments later, she glanced at Peach, who seemed to be engaged with the strange floating creature in a one-way conversation, then wandered off. The feral steered clear of dispatch and the Moogles, who at the moment seemed to be mostly concerned with making sure everyone knew about the meeting, and ended up at a fancy terminal called the Spirit Board. Though all these futuristic gadgets and doodaws were pretty alien to her, the controls were actually pretty easy to figure out, and in just a few short moments Nadia was scrolling through the database. At first glance it appeared to be nothing more than a very long list of names in alphabetical order, each featured alongside a number of columns that provided even more information related to the entry. It was a lot to take in, so much in fact that even trying nearly frazzled Nadia’s poor, attention-deficit brain. She managed to focus, however, when she happened to spot a familiar name near the top of the registry. Ace Cadet? Blinking in confusion, she looked over to the ‘Description’ column. Gung-ho, enthusiastic, and stalwart no matter the task at hand, the Ace Cadet is a great ally to bring on any hunt, she read. True enough, but when had he been around here for an interview? A funny thought occurred to her, and Nadia decided to entertain it. Pawing at the control wheel, she scrolled down, and down, and down, until…there it was.
Nadia Fortune, the feral read with raised eyebrows. Carved into pieces but kept alive by the Life Gem, this playful cat burglar remains a thief with a heart of gold. A slight chill ran down her spine, and she swallowed. How the hell did whoever made this know about her? She’d be careful about dropping her own first name, let alone that of the Life Gem. Anything anyone knew about her, after all, could be a liability. More worrisome, however, was the fact that she’d never been to Alcamoth before, let alone told anyone her life’s story. Plus, a heart of gold? That was something she joked about. “...Must be magic or something,” she murmured to herself. After another moment of thinking, she narrowed her eyes. Included in each entry was a ‘location’ column, and though it offered just a nondescript ‘wherever duty calls’ for herself, it specified that Naija, in the row directly below herself, was in Limsa Lominscuttle Town. Her eyes landed on a button that said ‘Record’, and she pressed it.
“Who are you looking for?” A disembodied Moogle’s voice suddenly asked, scaring Nadia for the second time that morning and making her jump back in alarm. When nothing else came out of the machine, however, she cleared her throat and sidled back up to the terminal, where she pressed the button again. “Who are you looking for?”
“Um…” Nadia said. “Uh, how about…Mirage?”
“Entry found!” The list suddenly scrolled upward by itself, then highlighted the pertinent record. Nadia scanned the entry, and let out a breath of relief when she saw that his status was ‘Normal’, even if his location escaped the machine for the time being. Taking a deep breath, Nadia pressed the button again. “Who are you looking for?”
“Black Dahlia,” Nadia told it, her voice hard and flat.
“Searching…searching…no entry found!” The Moogle voice sounded disappointed. “To add a new entry, you must encounter this person in the World of Light!”
The tension drained away as Nadia gave an irritated sigh. She went to mess with the Spirit Board a little more, but the sound of voices from the Garfont Center’s main room told her that the others must be here. With a final glance at the screen she jogged back to find the whole Koopa Troop present and accounted for, all gathered around and enjoying the map table. She waved and joined them, listening in silence with her usual mischievous half-smile on. The mention of the Dead Zone brought her eyes to the enormous crater on the map just east of Empty Space, and it took her a second to recognize it. “Wait, the whole thing is gone!?” For the first time she could really grasp the scope of the dead city’s destruction, and given how ridiculously huge and bright that light had been a couple nights ago, she didn’t doubt it one second. “Good riddance, jeez!”
Bowser then asked the strange creature about the status of the other team, referring to it as Mewtwo, which took Nadia by surprise. She hadn’t been sure that the psychic Pokemon was sentient, let alone in a position of authority in Alcamoth, but Mewtwo quickly showed her. ”We do,”, it told everyone, not through speech, but by speaking directly into the Seekers’ minds, its bizarre voice not quite male, not quite female. The sudden mental intrusion left Nadia even more taken aback, but luckily an angel-winged boy piped up to give some more details in Mewtwo’s stead.
Earnest and peppy, Pit reported that Yellow Team hadn’t just survived, but triumphed over their region’s own Guardian in the Sandswept Sky, which definitely brought a smile to Nadia’s face. “That’s sand-sational!” she punned with a fist-pump. “Always nice to hear that a big bad got its just ‘deserts’.”
”There is more to tell,” Mewtwo added. ”But I will wait a little longer.”
Just after that Rubick arrived, which he made sure to announce loud and clear. Glad to see the mage, and even happier to see his eyes a bright, Galeem-free green, Nadia waved. “You sure have! Welcome to the party, Roob.”
The sorcerer then made his way to Peach, who he shared his sobering realization with. Peach applauded his conviction. “Wise words, Rubick. Such self-reflection tells me that you’ve got what it takes to both challenge and overcome whatever might wait for you on the road ahead.” She then offered him a reassuring smile, tinged by a hint of embarrassment. “And if it’s any consolation, it’s the Door Bosses’ job to greet anyone who arrives here under Galeem’s influence with a massively unfair fight. From now on, you won’t be alone!”
As the two spoke a couple more people arrived, including the ponderous personage of King Dedede, and the stupendous Caesar, regal despite his current lack of battle attire. Nadia’s face lit up with delight when she saw him, and she crouched down to beckon the snow-white Great Pyrenees her way. “Oh my gosh, what an incredible beast! C’mere, boy!” Stately as ever, Caesar padded toward her, flanked by his bodyguards and allowed himself to be stroked. “Aw, who’s the very best boy? You are, yes, you are!”
She didn’t want to bother the eminent hound too long, though, especially since the next person to arrive was none other than her good pal Ace. “Morning, Sunshine!” He looked good in his new garb, and part of Nadia wondered if he liked her new outfit too, but with Blue Team’s day off out of the way even she knew that it would be inappropriate to spend group time on her budding relationship with the Monster Hunter. Time and place, she told herself, and with crossed arms she waited around the map table with everyone else while others continued to file in.
Mewtwo, meanwhile, saw fit to answer Ace’s question. ”Scouts,” it informed him. ”What you see is the result of a rough combination of short-range scans, eyewitness testimony, and hearsay. As such only nearby regions are filled in, as you can see, while farther ones are mere outlines, shrouded in the Fog of War.”
After a couple more minutes, and the arrival of Omori, Kamek, Blazermate, Susie, Karin, Sakura, Geralt, and Yennefer, Mewtwo got everything started. ”Welcome, allies new and old,” it said via telepathy. ”You may call me Mewtwo. While Vandham presides over the Mercenaries, I represent Alcamoth itself, and may run this organization in his stead while he is out. We are meeting to discuss the current status of our mission to quell the Galeem, the Seekers of Light, and the world itself, as well as to decide a course of action to embark upon.”
It waved its hand, and the map responded. It divided itself into thirteen regions, each with a corresponding name. Over nine of them hovered boxes with question marks inside them, but four featured images of the Seekers’ most powerful foes. “So far, four of the thirteen Guardians that prevent us from challenging Galeem have been destroyed. In the Mushroom Kingdom, Megadragonbowser…in the Land of Adventure, the Ender Dragon…in the Deep Blue Seaside, the Orphan of Kos…in the Sandswept Sky, Red Eye.” As it spoke, a red X appeared over each box. Then, the Sandswept Sky blinked. ”Yellow Team, under the dual leadership of Fox and the Phantom Thief Joker, did this yesterday evening. Fox himself, however, remains in Tostarena Town, at the base of the northern mountain. Just as young Pit said, we then dispatched the Virgin Victory, an airship operated by our new allies, the Centennials, to evacuate them. However, the ship’s condition forced it to land at a location the Mercenaries scouted nearby, Gerudo Town.”
Mewtwo crossed its arms. ”As of approximately forty minutes ago, we received a new report from the Virgin Victory’s Commander Nelson. A train station was discovered in Gerudo Town whose tracks appear to bend space. It leads to a city bound in snow and ice, presumably in the Frozen Highlands, the farthest point of the World of Light from Alcamoth. Our correspondent believes that the station there in turn links to a number of unknown locations scattered across the continent. With that in mind, Mission Control has hatched a plan.”
From the direction of Dispatch came a clean-shaven dwarf, evidently Mission Control. Portly, with a wrinkled white collared shirt, a headset, and pronounced eyebrows, he spoke in a growly British accent. “Here’s the plan. Yellow Team is going to ride the trains to various locations. Then they’re going to call our Moogles, who will poof over while carrying trackers. At that point I can mark where they are on this map.” He jabbed a thumb at the holographic roundtable. “With any luck, one of the places they visit will be near enough to Alcamoth that we can establish a route to it, at which point we will not only be able to recover our friends, but be able to use this Metro for our own purposes. A worldwide fast travel system.”
Nadia marveled at both the ingenuity of the plan and the sheer possibilities of such a system, though she managed to keep her excitement to herself for once.
Mewtwo’s next words, however, put a dampener on her enthusiasm. ”That’s all for the good news. Two days ago, the two-pronged mercenary mission to protect Peach’s Castle ran into trouble. While our defense team, led by Caesar here, successfully repelled the robotic invasion force of Dr. Eggman, when the pursuit team followed him back to his base in the Mushroom Kingdom’s eastern plateau, their raid, led by King Dedede, ended in failure.”
At that, the big penguin bristled. “Now, hold on just a finger-lickin’ minute, y’hear? It wasn’t just more o’ them wimp-bots we trashed out by the junkyard in there. The kinda stuff we found in that forsaken place would turn any o’ y’all white as a sheet! Right away the doors close behind us, leavin’ it dark as sin in there, creepy as all get-out, and before we know what’s happenin’ this thing with a giant propeller comes right at us! No matter what we throw at it, its ground it right up and kept on comin’, so we had to run for our doggone lives. Suddenly we were surrounded by shamblin’ corpses, stuffed fulla all kinds o’ scrap metal doodads, bolted straight into ‘em! I’m talkin’ drills for arms, fellas, come on! And that was just the start!” He painted a vivid picture of the horror he’d seen firsthand, desperately trying to rally support and sympathy from the others in the room. Dedede sighed. “We ended up splittin’ up. The others escaped down some chutes, while the rest of us hightailed it through some caves ‘til we found a lift. Only me, Ness, and that Wario feller got out, far as I know.”
Already informed by Vandham the other night, Peach took a deep breath. She hadn’t let the disappearance of her beloved Mario get the better of her before, and she wouldn’t now. “We dispatched two mercenary teams to the Forlorn Factory yesterday, with V and Zelda in command. Their infiltration uncovered a massive underground facility that Eggman had taken over to build his robotic army. They successfully made contact with Roadhog, Mario, and Pikachu, as well as one Karl Heinsenberg, an unwilling accomplice of Eggman’s. In exchange for a promise of freedom Heisenberg sabotaged the facility, forcing Eggman out into the open, then fought alongside our mercenaries against the doctor in his Death Egg. While Eggman ultimately escaped, the facility is now back in the hands of Heisenberg, who was freed from Galeem in the process and expressed an interest in our cause. ”
”Indeed,” Mewtwo affirmed. ”That covers only a portion of our operations, however. In addition to constructing this Garfont Center to serve as mercenary HQ, we’ve put together a vehicle bay in one of the city’s domes, where we can launch aircraft, watercraft, and even probes once we secure them. In short, despite the loss of the Virgin Victory, Alcamoth is better equipped than ever to deploy both the Mercenaries and the Hero Teams across the world, and this will only become more true if we secure the Metro. This begs just one question, which I doubt is lost on you.”
“Where to next?” Peach leaned over the roundtable. “Our scouts have turned up a number of options. The closest region to us is technically Empty Space, but its apparent lack of gravity makes traversing it a tricky proposition. Besides, while there is a field of asteroids and planetoids floating in the air, the pit down below is sealed off by some kind of barrier. Currently, we have no idea how to breach it. Or if we should.” She directed her attention elsewhere. “Next closest is the Twilight Forest, situated between the Deep Blue Seaside and the Mushroom Kingdom. From the east, it’s most accessible via an area that’s locked in permanent fall, the Autumn Vale, which also provides access to two more region’s we’ve caught wind of.” The princess pointed to each in turn. “The Under, which we know little about other than it being, well, underground, and a temperate region embroiled in large-scale warfare, the aptly named Theater of War.” From there she went all the way from the continent’s southwest to its northeast. “However, we’ve received an urgent request from our new contacts in Bridges, that we journey to Midgar in this region, the Dystopiascape, to get a handle on the crisis gripping the city.” Peach crossed her arms. “We consider that a priority, but while it borders the Dead Zone and the Sandswept Sky, it would be extremely difficult to get there.”
”Before this last report my advice would have been to proceed from Peach’s Castle through Autumn Vale to the Twilight Forest,” Mewtwo intoned, ”But now, everything hinges on the Metro plan. Not just for recovering Yellow Team, but for what opportunities that strange train line opens up. Once we have a suitable destination, Blue Team will blaze the trail there and make contact. No doubt you all look forward to the reunion, but for now we plan our next move, while waiting for the call.”
When the Draugr’s axeblade came down, Frisk had one shot for survival–and, with a mind sharpened to a razor’s edge by the horror of Melony’s suffering, they made the right decision. Rather than trust their faltering shield to stomach one more grievous blow, the child went on the offensive, going for the monster as it moved in for its grim execution. The sudden lunge, unexpected an unaccounted for in the Draugr’s heedless bloodlust, meant that its vicious chop overshot its target, though not completely. Its notched, dull blade met the thick material of Frisk’s boot at the leg just above the ankle, and while its poor condition plus Frisk’s defensive gear meant that it failed to cut through, it still struck with enough blunt force to break the bone.
Even so, the Draugr got the bad end of the trade, because at the same time Frisk struck its knee. Without flesh or armor to cushion the blow, the bony joint crumpled underneath the Vorpan’s swing. A sickening crack sounded out as it bent sideways, partially splintered, and all of a sudden the monster’s weight was working against it. The undead warrior staggered, and as it sank it threw out one hand to support itself. That left it wide open on the same side, and with all the opportunity they needed Frisk went straight for the head.
BONG!
The hearty clang echoed off the nearby cliff face as the smash struck home in a shower of bone fragments, leaving half the axe-wielder’s head caved in and its jaw dangling ghoulishly from just one side. Unfortunately, while that alone would have felled any ordinary enemy, a Draugr did not care how much punishment its grisly husk took, so long as it could still fight. Though its head lolled to the side, it affixed its baleful, soulless gaze on Frisk once more, and with a hollow cry threw itself forward. Whether it could sprint, walk, or only crawl, the Draugr possessed the weight to bring the child to the ground beneath it if it managed to grab hold, and the bestial savagery to rip and tear until the snow ran red with blood.
Still, Frisk might have been able to outpace the abominable thing and save Melony if not for one important factor. The Hel-Walker who blasted the child earlier had not gotten into melee range, its hands overflowing with rotten miasmata of seior magic. A terrible sinking feeling of despair bubbled up from within when Frisk realized couldn’t help Melony without giving the Hel-Walker free reign to work its fell magic, which would then give the Draugr the chance to catch up. Worse still, however, was the realization that it was already too late. Albedo, still dealing with the Draugr raider and the Hel-Walker he toppled before, could seemingly do nothing. The shieldbearer, uncontested, raised its sword for the finishing blow.
“NO!” came a scream from the top of the cliff. An arrow zipped down from on high from above and lodged in the Draugr’s head, followed almost instantly by two more. Atop the overlook stood Teba, having peeled away from the undead that attacked him up there to do all he could to save his new acquaintance. Before he could loose any more shafts, however, the Draugr he’d ignored to do so, disarmed and peppered with arrows, grabbed him from behind and sank its teeth into Teba’s feathery neck. “Krah!” he screeched, clenching his beak as he shifted his weight to throw the monster over his shoulder. As it tumbled over the edge he lashed out with a desperate kick, and the Draugr hurtled down to land on the Draugr shieldbearer, knocking both to the ground in a heap.
But it was all for naught. When the shieldbearer went down, it left behind its sword, pushed mercilessly through Melony’s heart.
For a brief moment Teba said nothing, paralyzed by the shock and the weight of failure, but soon anger took over. He dove from the top of the cliff, firing arrow after arrow as he circled above the fight. Each one, loosed with vengeful strength, pierced the limbs and torsos of the monsters from above and pinned them to the ground. In the span of just a few moments, he eliminated the Draugr heavy, shieldbearer, and pincushion, reducing them to ash. He dealt enough damage to the raider that Albedo could tip the scales. The alchemist struck out with a flurry of deft swipes, finishing with a charged that dispatched his opponent with two slashes at once. That left just the Hel-Walkers, but their frigid, hardened flesh caused each arrow that struck them to bounce off. Rather than waste ammunition, Teba swooped down and landed on the one near Frisk, giving the child the chance to abuse the undead’s weakness to blunt attacks and finish it off for good. Albedo, likewise, disposed of the sole survivor.
The ashes from friend and foe alike blew away in the frigid went, whose whispers in the ice-crusted autumn trees seemed oddly jeering. When Teba spoke, his voice was calm, but cold. “Are you really warriors?” he questioned. “These creatures are cruel, but anyone with even modest abilities can cut through them like wheat. You left Melony unprotected, and now she’s gone. I can expect as much from a child, but you,” he said, glaring at Albedo. ”Didn’t even try to go for her.”
Albedo looked unamused. “You don’t need to tell us that,” he said flatly. “We were outnumbered more than two to one and taken by surprise. Not everyone is familiar with Draugr as you are. What happened was terrible, but we can’t do anything about it now.” He turned his ice sword over in his hand and stabbed it into the ground before crossing his arms. “All we can do is push on, find Joserf’s father, and make sure that she didn’t die in vain.”
"Hmph," Teba snorted, his face one of barely-suppressed fury. "How pragmatic of you. Not even a word of thanks for saving your skins a moment ago. And where's the other one, the corpse with the glowing eye? Skulking around somewhere? If this is how your group treats your allies, I would be better off on my own." His eyes narrowed. "In fact, I'm going back to camp right now, to check on Joel. If I find out that girl did anything, I'll kill you both." Without another word he took off, disappearing into the turbulent white of the sky.
Appearance: A little short for a dwarf, Norburr is pale of complexion, enough to seem sickly if not for the ruddiness of his nose and the bags beneath his squinting, razor-sharp hazel eyes. His blonde locks carry on past his shoulder, and the lowest of six voluminous braids of his beard -the feature he’s by far the most proud of- extend all the way to his waist. His steel helmet is pointed to help deflect impacts from above, and affixed with a special candle to light the way. Other than that, he’s clothed head to toe in thick cloth and hide, well-padded to ensure minimal exposure to the dangers of the underground, be they stone shards, poison fungus, acidic drippage, or thorny briars
Skills:
Prospecting - As a prospector, Norburr is very talented when it comes to telling what lies ahead in the underground world. At times it might seem like he’s some sort of wizard, possessed of future vision, but it’s all the result of extensive knowledge and lots of experience. If given a chance to study his surroundings, and especially to run some tests, he can get a pretty good idea of an area’s identity, integrity, resources, and dangers
Prepared - In Norburr’s line of work, it pays to be ready for anything. He carries a whole host of different items on his person, offering a wide range of utility, and oftentimes can whip out just the right thing at the drop of a hat
Perseverance - No matter how good your predictions or thoughtful your preparations, anything can happen in the bowels of the earth, and where plans and equipment fail, strength of character prevails. Norburr has a level head and a never-say-die attitude, able to take stock of a bad situation and put together a plan
Flaws:
Greed - the fatal flaw of all dwarves. While his lust for gold might be a little less strong than most dwarves, Norburr is greedy in another way: for wonder. His heart yearns to see and experience everything that the underground has to offer, all the caves and formations and creatures that he never in a million years could have imagined. This greed can sometimes overpower his caution if he’s already assured of himself, making him complacent
Particular - Norburr likes things done a certain way. If his fellow expeditioners object to his routines and checklists, urging him to lay off the tests for once and live a little, it’s only because they’re fools–at least in his eyes. Slow, steady, and safe wins the race after all, even if it doesn’t win him that many friends, or a place at the drinking table. This makes him somewhat bossy, even fussy, and if he isn't allowed to take the time he needs to get comfortable with a new area, he can get pretty anxious
Fighting Prowess - while tough in his own right, Norburr is not a warrior, and has only basic training in the arts of combat. If a fight can’t be solved by mindlessly swinging his pickaxe, he’s probably outclassed. He’s forced to rely on others to fight for him, or if confronted directly, his chemicals and other items, which puts a hard limit on how much he can fight
Background: For dwarves, there is no greater industry -indeed, for many, no greater calling- than that of mining in the depths, of exploring ancient caves and carving new tunnels to extract the inexhaustible wealth of the earth. The average gung-ho, bright-eyed dwarf, however, knows little beyond walk forward, hit rock, mine ore, so fixated on the valuables just waiting to be exhumed that the stone around them is little more than a bother. Yet the underground is an incalculably vast and varied realm, with environments and ecosystems all its own, more kinds of stone than there are trees, and more exotic flora and fauna that could every be crammed in the encyclopedias, especially as you go farther down. While the hotheads are swinging away, who’s watching the area’s structural integrity, and setting up supports to make sure that the roof doesn’t fall down on everyone? Who decides the direction the miners delve, and how far? Who can see the telltale signs of a monster infestation ahead, or a pocket of volatile natural gas, or drippage of subterranean lakes? The Deepslates, that’s who.
The Deepslate line never produced the mightiest dwarves, or the cleverest, or the best crafters, or the most inventive, but just like his forebears, Norburr possessed a rare gift: perception. While in his earlier years his youthful energy drove him alongside all the other firecrackers to be the best digger and delver around, his impetuousness eventually contributed to a terrible cave-in that resulted in a slew of injuries and afflictions, some to his friends and even his brother. On that day Norburr realized just how important his stodgy old father Gorburr’s duty really was, and cast aside his thoughts of rebellion to embrace the role of support. He received his line’s humble but beloved Candle-light Cap, and from that day forward, his would be the guiding light in the tunnels deep below so that all who ventured into the howling dark might return to drink in their hallowed halls once more. While his attitude can be somewhat acerbic and clinical at times, leading others to think of him as a know-it-all killjoy, few can contest the claim that he wants what’s best for his fellow dwarf, and that his acuity makes sure that everyone gets home alive.
Miscellaneous: The stuff he carries on his person includes:
Silver Pickaxe - a prized possession, his by rights when his brother was crippled and forced to give up mining. It’s not actually silver, but it is nice and shiny, and decorated with a miniature dwarven head. Sometimes referred to as Norburr’s ‘best friend’
Hammer and Chisel - a couple small tools for chipping rock samples
Soft Case - a padded bag full of vials of different chemicals, mostly acids. The different fluids react to different materials, allowing him to identify stones that they’re exposed to. They can also deal some damage in a pinch
Matches - thirty little sticks that can be ignited via friction, kept in a little box
Flares - ten pyrotechnic rods that produce a lot of light for about a minute when lit
Rope, Grappling Hook, & Iron Spikes - not every cave is a nice, safe tunnel. Some go straight up or straight down, or open up into vast open spaces. Being able to traverse vertically -and safely- is a privilege
Candles - a Norburr special. These long-burning candles are somewhat precious to him on account of the wax they take to make. Their distinctive yellow flames are very sensitive and will flare up if exposed to even a trace amount of volatile gas, warning him about larger, more dangerous concentrations of the stuff nearby. The pungent smell of the candles hangs in the air a good while and can be used to tell where he’s been. Supposedly a bug repellant too, but that has yet to be confirmed.
Cave Blooms - Norburr carries flowers that are sensitive to toxic gas in a pouch. If one’s taken out, it will quickly wither and die in the presence of such gas, signaling that he should steer clear
Sleeping Mat - For long nights in the caves, rolled up and tied when not in use to save space
Canteen - Contains water. Usually.
Cave Nuts - a pouch full of the seeds of a particular subterranean plant. They look like pebbles, but if stepped on will produce a loud crack. Scattering them around an area works as a makeshift alarm system
Now that your guy's in the Characters tab, we can talk about an entry point. I usually do it in PMs, but since we've got several prospective joiners, I can give you the low-down right here:
In our in-game 'yesterday', everyone had a pretty busy day. In the early hours of the morning Blue Team took out the Orphan of Kos, escaped back to Limsa Lominscuttle Town, and essentially took the rest of the day off in a nice beach episode. Meanwhile Yellow Team spent the afternoon climbing Split Mountain, flying back down, and fighting the Red Eye boss. As 'today' begins, most of Blue Team is meeting inside Alcamoth, the floating futuristic citadel that's the home base for the campaign to defeat Galeem. Yellow Team ended up spending the night in (or just outside) Gerudo Town in the Sandswept Sky. We've also got White Team currently embroiled in events on Dragonspine in the Frozen Highlands, but I wouldn't say that's a valid entry point right now. So the choices are:
Bede has been in a town or other settlement near Alcamoth, and met one of the mercenary teams exploring the world. Maybe he was looking for a way out, but those under Galeem's Influence tend to stagnate. He might have been curious and questioned the mercenaries, or requested their help, but the end result would be that he became interested in joining them and ended up back in Alcamoth, where he would be freed of Galeem's influence and then able to join Blue Team as they have a morning meeting in Mercenary HQ
Bede happened to be in the Sandswept Sky, and is either staying in Kara Kara Bazaar at the oasis outside Gerudo Town, or ended up there just this morning. From that point he'd probably take note of Yellow Team, and maybe eavesdrop on their conversation in the saloon, thereby learning of the train station in Gerudo Town that could take him anywhere in the World of Light, prompting him to tag along
Bede could be inside Nyakuza Metro, the giant indoor station that serves as the hub for the aforementioned trains, and Yellow Team will meet him when they arrive.
Personally, I think either of the latter two options would be a bit cleaner-cut, and if you picked the last one you wouldn't even need to think up a reason for him to be in the desert. Lots of people use the metro to get places, after all.
@Lugubrious Hm, thank you that sounds good. I'll say he starts as a Black Mage and has access to Freelancer like all the characters in BD II do. In his possession he has Lady Emma's book as well which uses Asterisks to see their past memories and such. Would that be alright as it is his whole goal still to figure out the book. Thus find other Asterisks..Even here in the World of Light.
That should be fine as a character sort of thing, since it doesn't seem like it offers any super big advantage.
If a character has multiple asterisks/jobs, you could spend a level upgrade to add a new one, or develop an existing one further.
CS edited. I just put strategic as the third strength. Don’t know how helpful that will be.
All the changes seem good. Being strategic can definitely help when it comes to the crazy situations that our group ends up in sometimes; anything to control the chaos!
Name: Bede Game Origin: Pokémon: Sword and Shield Appearance: Personality: Bede is extremely prideful about his ability as a skilled Pokémon Trainer. He always wanting to prove himself to be worthy. However, he also tends to keep to himself and acts very rude on occasion. He likes boasting about his strength, and can be a sore loser at times. It takes a lot to get him to warm up to people.
After taking over the position of Gym Leader from Opal, he seems to have mellowed out a bit. However, his sassy confidence remains intact. He likes cute Pokémon, and cute things in general. After his training from Opal, his goal is to reach the pinnacle of what Fairy types can do, and show everyone the power of pink!
Background: Bede once resided in an orphanage after his family ran into trouble. He was an arrogant kid as he enjoyed fighting the other orphans. Chairman Rose would adopt Bede and, admiring his arrogant attitude, gifted him a Hatenna to serve as his partner Pokémon. Rose would sponsor Bede in his bid to become the Galar League champion. Bede looked up to Rose, and wanted to do anything he could to make him proud.
During his journey, he makes a rivalry with a boy named Victor. Another trainer who was endorsed by Champion Leon. While he is competing in the Gym Challenge to become Champion, he has been gathering Wishing Stars in large quantities to help the Chairman realize his ambition. However, in his zealous pursuit of Wishing Stars, Bede brings harm to a historic landmark in Stow-on-Side, and he is disowned by Rose and disqualified from the Gym Challenge.
Opal notices the sulking Bede and is struck with inspiration, asking him to become her successor. Bede reluctantly agrees, believing he will become stronger in the process. After a very difficult training session with Opal, Bede eventually returns as a Gym Leader, interrupting the finals of the Champion Cup and demanding to battle Victor, staking his career on his victory. After losing, Bede, who had begun to regret accepting Opal's offer, reveals he was planning on using the result of the battle as an excuse to get away from his mentor. However, after hearing the crowd cheer him on despite his loss, he feels obligated to continue training, figuring he will be able to completely surpass Opal soon.
It was after Bede’s loss to Victor that Galeem attacked.
Specialty: Bede is a Pokémon Trainer. His Specialty is battling with Pokémon. He specializes in Fairy and Psychic types. Level: 1 Experience: 0/10 (The amount of EXP required to level up will increase by 10 each level, but rewards get bigger, too) Powers:
Hatenna: Confusion, Round, Disarming Voice, Life Dew
Strengths: (Things your character's always good at, or always can do; essentially, passive abilities or bonuses. You start with three, but you can add more in place of powers when you level up)
Pokémon Battling
Weaknesses: Bede is completely human, and has no powers of his own. His Pokémon fight for him. Additionally, his Pokémon have different weaknesses depending on which one he is using. Hatenna is weak to Bug, Ghost, and Dark type attacks Spirits: (See Spirits section for details. Start with none)
Overall, pretty good. It might be just me, but the image seems broken. I would recommend listing out the weaknesses with bullets, and I'd encourage you to add two more things that he's good at, just so he doesn't start super disadvantaged. The most notable thing is the Power section, since rather than have a power he has a companion, who has the powers. If you like, we could rework things just a little. You could keep track of his Pokemon separately, not with their own sheets of course, but just in a little list either in or after the Inventory section with their moves and weaknesses. For Bede's Power, we could lean into how things work in the Pokemon games themselves, so that he isn't totally disadvantaged just by being a normal guy.
How about a Power called Pokemon Trainer, which means two things: as long as he has a Pokemon out and fighting on his behalf, and damage taken by Bede will be dealt to his Pokemon instead. And if his Pokemon's health is depleted, it will always faint instead of dying, and be returned to his Pokeball, which would have to be destroyed while the Pokemon is fainted to kill it. This is just spitballing, but I think it would be fair given how things work in Pokemon.
Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.
Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.
<div style="white-space:pre-wrap;">Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.<br><br>Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.</div>