Player Name: Malathyne
Player LJ:
strikeraidsEmail and/or AIM: when.all.your.dreams.come.true@gmail.com // whitepoof
Timezone: Central Standard Time
Other Characters: n/a
Character: Braska
Series: Final Fantasy X
Deviance: 1
Age: Appears 35, is in truth 45 (death works funny that way)
Gender: Male
Species: Human (deceased)
Canon Used:The video game Final Fantasy X
Appearance:
Psychology:Braska can be considered the quintessential Spiran summoner, much like his daughter Yuna. He has long been seen as calm, even-tempered, wise, and kind, always willing to heal the injured, help the poor, and listen to the troubles of anyone who needs it. He is also known to be reasonable and reliable, a natural leader, always considering all sides of the situation, steadfast and stable. Braska's trademark is his smile and happiness; the gentle, accepting smile of a summoner with the laughter of someone who relishes every moment. Even in the darkest of times, he's able to offer that smile and that laughter, and he is capable of reminding people of what light still exists, even when it seems all hope is lost.
Braska has a knack for understanding people, and this allows him to connect to them in a way that helps him see the bigger picture of their potential and how they can reach it. He knows that life isn't easy and that there are some things that can only be found through personal struggle, and because of that, he is the type to let someone go and make their own mistakes. They may hurt in the process, but in the long run, they will be better for it, and that is more important than shielding them from all harm and guiding them through by the hand, as much as he may want to sometimes.
Braska is unwaveringly loyal to those he cares about, and the more he cares for someone, the more loyal he is to them. He isn't capable of betraying his family or friends, and he will do everything in his power to help them. Despite ultimately being a family man and someone who prefers the company of those he holds most dear, Braska cares for everyone he meets. He is touched by their struggles and wants nothing more than to help them overcome them, whether it means he tells them the truth as it is or if they just need a gentle reminder that the sun will rise again. He is always more than willing to share his smile and his laughter with those who need it.
The happiness he offers to those around him isn't usually fake, though, not entirely; he does his best to find the small things to smile about, because if someone can laugh, then they'll start to feel better, at least a little. Baby steps are still steps away from the darkness, and Braska knows from personal experience that though it is so hard to find the light at times, all one needs is a reminder that it can be found, even if that reminder has to be brought up over and over again. The kindness and altruism isn't an act, either. It is an honest part of who Braska is; he cares about all people, regardless of background or creed, and although the summoner's role was a burden, it was one he willingly carried. If his selfish desires could be transformed into something good, something useful, something that would help people, he would do it without hesitation.
Underneath all of the soft lines and geniality, there lies a stronger backbone made of steel. It is a mistake to think that just because Braska is kind and laid back that he is also mild and weak-willed. He is more stubborn than he appears, and once he sets his mind on something, his determination to fulfill his goal becomes very evident. One can't be a proper summoner if one is easily influenced by others and gives up at the first obstacle, after all. He chooses his own path and sticks to it, come hell or high water. He judges what is right and wrong, good and evil, for himself; in so trusting his moral compass, he isn't one to go with the crowd for the sake of safety and blending in.
Likewise, underneath all of the perceived purity and sweetness, there lies a darker undercurrent to his emotions. In Braska, his darkness is founded in fear, depression, loneliness, and hatred. He fears losing those he cares about; he takes personal loss very hard, and the death of his wife all but destroyed him. She was his best friend, lover, and love, the one to support him when everyone else turned away... and she had been ripped away from him. He mourned heavily and, for a long time, was depressed. He'd been excommunicated by the faith that coursed through his veins, the community that he had been raised in, the only safety net he had ever known until he met his wife, but then, in his mind, he was alone. This loneliness and grief gave way to anger, and that anger transformed into a hate he never expected to feel so strongly. He hated Sin. He could not allow his wife's death to go unavenged, and the only hope to destroy Sin was to become a summoner.
Braska's pilgrimage was, deep down, a crusade for revenge, but he also used it to deliver important messages. He believed it important for everyone to lead their lives the way they want to without fear of ridicule or oppression. If they believed something to be worth fighting for, they should fight for it, even if all odds were against them, and Braska believed he (and his guardians) epitomized this. He didn't become a summoner just for himself, though that was a large driving factor. He became a summoner for the good of all Spira. Thanks to his young daughter and the fayth, he rediscovered the light. He wanted -- and wants -- to prove to those who feel utterly alone and abandoned that there are still those who care, that there is still good in the world, that they can rise above everything in their way and succeed. His pilgrimage was ultimately a march of hope to show the naysayers wrong and bring peace to the people Braska loves so much.
Other Skills/Abilities:
* This section is headcanon, as Braska is not a player character in Final Fantasy X, so a lot must be assumed and drawn from existing formats. This section is based on the way mages and summoners usually are set up in Final Fantasy games (and in Final Fantasy X in particular).Equipment:
* This section is more headcanon, inspired by Yuna and Lulu's equipment. The Celestial Weapon is assumed because of Braska's legendary status in Spira; he was a powerful summoner, and that suggests the best equipment possible. The name "Dreamwaker" comes from a staff weapon in Final Fantasy Tactics.
Weapon: His Celestial Weapon,
Dreamwaker. In FFX, all
Celestial Weapons have the auto-abilities Break Damage Limit (letting the player exceed 9,999 damage) and Triple Overdrive (allowing their overdrive gauges to fill at triple speed), and then two others that specializes the weapon for its user. Dreamwaker also has Magic Booster (which increases potency of magic spells by 150% but doubles their MP cost) and One MP Cost (which means all abilities that require MP will only cost one MP).
In terms of in-game at Reality Shifted, this basically means that as long as Braska is wielding Dreamwaker, he can cast spells which deliver a very strong punch (Break Damage Limit, Magic Booster) without expending nearly as much energy as he otherwise would (One MP Cost). Without it, though, his magic loses that bonus and requires more energy to cast. (Triple Overdrive is nulled, if only for the fact that the mechanic is difficult to convert and would just make Braska even more powerful when equipped with Dreamwaker.)
* Braska, like Yuna, needed the Moon Sigil and Crest in order to unlock the true potential of his Celestial Weapon. (Headcanon: He entrusted the Sigil to a summoner he connected with, Belgemine, who is the one who gives it to Yuna.)
Armor:
Braska wears an enchanted bracelet (as seen in his
official art, if you look at the wrist of the hand holding his staff), and it's the enchantments that provide the auto-abilities that add to his defense. When he activates it in battle, it creates a shimmering artistic buckler-like image, similar to
Yuna's rings and
Lulu's bangles.
The bracelet that Braska will have equipped is called Mainstay Relic. It has the auto-abilities Auto-Protect (it automatically casts a spell that guards against physical damage on him whenever he activates it), HP Stroll (which recovers his health as he walks while unthreatened), and Silentproof (which makes him immune to anti-magic effects). Once a simple bracelet given to him by his wife as a good luck "keep you safe" charm, it gained power when he visited her brother, Cid, in order to reconciliate* (similar to how Tidus's sword Brotherhood received its auto-abilities after Wakka visits Chappu). The image it creates when activated is green and gold, and it features a gear-like design.
* This event is headcanon, as we are not told most of what happens on Braska's pilgrimage. This event was decided upon because Cid isn't still raging about Braska running off with his little sister in Final Fantasy X or X-2 (in which we see more of him and learn more about him); it isn't mentioned at all, which means Cid's come to peace with it... mostly, anyway. A conversation (or two, or three) with Braska may have helped with this.
White Magic:
* This section is more headcanon. This is assumed because the party would not have survived without a White Mage, and it seems to be typical (and perhaps required) that summoners are trained in White Magic.As a priest, Braska was trained in the arts of healing and holy magic. During his pilgrimage through Spira, these skills were expanded upon until he could cast
all White Magic spells.
Black Magic:
* This section is more headcanon. This is assumed because the party would not have survived without a Black Mage, as there are some fiends, both weak and very powerful, that just cannot be defeated without Black Magic.In order to defend himself and those around him, Braska had to learn offensive spells. As he journeyed on his pilgrimage, he learned (both via the lessons of Black Mages and self-teaching) how to cast
all Black Magic spells.
Summoning: As a summoner, Braska traveled all over Spira to meet with spirits bound in stone statues called fayth. His goal was to create a soul bond with all of these fayth; once this bond was made, he would be able to summon their dreams and bring them into reality in the form of great creatures. These summoned beings, called aeons, would then obey his orders and aid him in the defeat of fiends and Sin. In order to create this connection, he had to pray to the fayth until they found him worthy enough to bond with. The more aeons he had, the more qualified to be a High Summoner he was.
As a successful High Summoner, Braska has bonds with all the fayth save Anima (as she wasn't an accessible fayth at the time of his pilgrimage). The stronger the bond a summoner has with the fayth, the stronger his aeon. Considering that Braska has spent a lot of time traveling with his guardians and fayth, his bonds with them are very strong, as per expected from a High Summoner.
He bonded with the fayth in this order:
Bahamut,
Shiva,
Ixion, Ifrit,
Valefor,
Yojimbo,
the Magus Sisters, and
Jecht.
(Jecht is a special circumstance. Even though he became Braska's Final Fayth, Braska will not be able to summon his Aeon without Jecht in Reality Shifted.)
At Braska's current canon point, the fayth have been put to rest, meaning they no longer dream. This means that under normal circumstances (while he is in his own reality), Braska wouldn't be able to call upon his aeons. However, due to the timey wimey nature of Reality Shifted, should he attempt to summon an aeon on the astral plane, his calls will be heard by fayth from another time -- fayth that are still dreaming. So, whenever Braska is anywhere that isn't his Spira, he will be able to summon aeons.
Overdrive:
* This section is more headcanon. This is Yuna's overdrive, as it's the most logical one for a summoner to have.Grand Summon: After taking so much damage, Braska can tap into a store of energy that allows him to summon one aeon that has the ability to use its Overdrive, even if it previously did not have the energy to do so before.
Other Weaknesses:Braska isn't known for his physical prowress, and while he could smack something in the face with his staff or rod, it wouldn't do enough damage to kill fiends. As such, his strength lies in his magic. He is quite the formidable caster, proficient in both White and Black magic, and being a summoner only enhances this focus on magic. As such, his magical defenses are high, but his physical defenses and health are low. The biggest boost to his power are his equipment, and so in that way, he is highly dependent upon them.
History:
Final Fantasy X plotlineBraska at the Final Fantasy WikiaCanon Point: Post-game
Reality Description:
*Note: Much of this information has been summarized from
the Final Fantasy Wikia However, there are also many things in this section that are headcanon. These are denoted by asterisks.
TerminologyPyreflies: The source of many phenomena in Spira. To put it shortly, they are a physical manifestation of life energy, whether it's a human soul or residual energy. The forms they take are small insubstantial bright lights with pastel-colored light streaming behind them like tails. *Though physically there are no differences between pyreflies, their behavior dictates that there are many types of pyreflies, such as those that flee from a corpse, those that linger at the Moonflow, and the ones that react to people's thoughts and memories of their loved ones at the Farplane.*
The Farplane: The final resting place for the dead. What will take many people new to Spira by surprise is the fact that it is in actuality a physical place that can be visited by the living. By walking through a portal to the Farplane, a living person will find themselves on a small platform overlooking the waterfalls, cliffs, and plains of brightly-colored flowers that composes the physical Farplane. It is said that when one stands near the edge and thinks of one's deceased loved ones, they will come to visit, for an image of them appears in front of the person thinking of them. The Al Bhed, however, believe that it's just an illusion cast by the Farplane pyreflies as they react to the living's emotions.
Sending: The act of helping a spirit find its way to the Farplane. During the age of Sin, only summoners were taught how to Send. *This is done by a summoner focusing on the pyreflies and directing them to the Farplane while performing a dance, which is an aid for focusing energy and a physical representation of the spiral of life and death that entraps Spira. (In doing so, the summoner often picks up the residual emotions from the pyreflies.)*
Fiends: When a person refuses to accept their death (usually because they died in violent or strange circumstances), he or she stays on in Spira instead of moving on to the Farplane. If not Sent by a Summoner, the spirit will continue to watch those still alive, growing jealous and then resentful and then hateful of them. At this point, the spirit gathers pyreflies to manifest as monsters that feed on the living. These monsters are called fiends. Fiends have their own specific physical and magical strength and weaknesses.
Summoners: The saviors and martyrs of Spira. Summoners are talented mages who have been trained in the arts of summoning and Sending that pilgrimage with guardians all across the world to create bonds with fayth so as to collect all seven aeons. This pilgrimage trains the summoner further in these arts and proves that they are worthy of becoming high summoners. At the end of the pilgrimage, summoners go to the ancient and now-sacred city of Zanarkand to receive the Final Aeon, which Yevon says and history has proven is the only thing that can defeat Sin. Upon performing the Final Summoning, the Final Aeon is said to also take its summoner's life. However, the truth of the matter is that the entire thing is a set-up to continue the existence of Sin. For more information, see the Events of Final Fantasy X link.
The Calm: A period of peace after a high summoner defeats Sin. Calms have lasted from hundreds of years to mere decades. *Though it is not stated why there is such a large difference between Calms, it can be assumed that it is due to the Final Fayth's strength of will to fight off Yu Yevon.*
Aeon: The dreams of the fayth pulled into reality and given physical form. Aeons take the shape of great beasts and have incredible physical magical capabilities. There are seven main aeons that align with elements: Bahamut (*darkness*), Shiva (ice), Ixion thunde), Ifrit (fire), Valefor (*light*), Yojimbo (*life*), and the Magus Sisters (nature). The elements of death and water are suspiciously missing...
Summoning: The act of calling aeons. This is done by a summoner focusing on the bond he or she has with a fayth and then bringing the fayth's dream into reality by condensing pyreflies to make it a physical form. *Summoning also requires dance movements and a knowledge of glyphs that help direct energy. This requires a great deal of focus to begin and maintain, so summoners can only call one aeon at a time. When a summoner battles another, etiquette states that one shouldn't use the same aeon one's opponent has called.*
Magic: *Phenomena caused by pyreflies. People who learn how to manipulate pyreflies and externalize their own personal energy to create magic are called mages. In order for a mage to cast a spell, he or she must be able to condense the pyreflies and direct them to do what the mage desires for them to do. Mages often use some kind of item, usually a staff or a rod, to help focus their energy.* There is a set list of spells that have been discovered by humans. These spells often are found in three stages categorized by the strength of the spell and how much magical energy it requires the mage to expend.
Black Magic: Offensive magical energy that takes on an elemental form. There are four main elements of black magic: fire, water, ice, and thunder. These four elements are balanced in that they have a weakness and a strength against the other elements: fire and ice are strong and weak against each other; water and thunder are strong and weak against each other. There are also spells that are poisonous, drain life energy and magical energy, take a certain amount of life energy, or are non-elemental. To see a comprehensive list of Black Magic spells available on Spira,
click here.
White Magic: Restorative and defensive magical energy. This type of magic is likely required to be learned by summoners and those who work for the church of Yevon. While most spells heal a target, boost their speed, slow the speed of their enemies, or provide various forms of magical protection, there is one offensive White Magic spell, Holy. To see a comprehensive list of White Magic spells available on Spira,
click here.
Maester: The heads of the church of Yevon who are responsible for leading the people of Spira. At the time of Yuna's pilgrimage, there were three maesters representing the three Yevonite races: the humans, the Guado, and the Ronso. The highest rank and most respected and prestigious position in the church is the Grand Maester.
Crusaders: "An organization of volunteer warriors" (
source). They fight to protect towns from fiends and Sin, as much as they can, even at the cost of their lives.
Machina: The Spiran word for “machines.” Machina is used as a catch-all term for any and all technology. Ever since the birth of Sin, most machina has been looked upon as something sinful and wrong, save for exceptions sanctioned by Yevon.
Spheres: A technology that has been sanctioned by Yevon and is created by infusing water with pyreflies. They have a surprising number of uses, ranging from movies, video recorders, keys, and even creating the blitz sphere.
Blitzball: The most popular sport in Spira that has survived over a thousand years. Played in great spheres of water, blitzball is similar to a mixture of soccer and water polo. The best blitzball players are said to be able to sleep underwater without drowning. Blitzball has managed to survive throughout the ages because it gives Spirans something to keep their mind off things; it allows them let go and just have fun, even for a little while. Because it provides the people hope, blitzball has been sanctioned by Yevon.
Shoopuf: A giant, light-blue creature with a long, curling, probiscous-like nose commonly found near water. Due to their large size, they're used as pack animals and to travel across rivers (because, surprisingly, much like elephants, they can swim). It's said that they eat microscopic organisms, similar to how whales eat plankton.
RacesHumans: The race with the largest population. Spiran humans are like Earth humans in every way *save for one thing: their lung capacity is much larger, allowing them to train themselves to hold their breath for long periods of time, as evidenced in blitzball.*
Al Bhed: An ethnicity of human. All Al Bhed have sand-blonde hair and bright green eyes with spirals for pupils. They have been declared heathens by Yevon for their insistance on using machina and their open dissention in regards to the sacrifice summoners have to make in order to stop Sin. Hostilities between the Al Bhed and Yevon have been high ever since. For a long time, the Al Bhed didn't have a place to call home until a man name Cid brought them together. They built a place they simply called Home on the desert Bikanel Island, where they lived until it was destroyed by a Yevonite attack. The Al Bhed actively fought to put an end to the summoners' sacrifice, as they would go out and kidnap summoners out from under their guardians' noses and spirit them away to Home, where they could keep them from killing Sin and thus themselves. The Al Bhed strongly believed that it shouldn't be necessary for such people to give up their lives for the betterment of others.
Guado: Humanoids who have made their homes amongst the trees. It can even be said that the Guado resemble plants in some ways, due to their tangled and branch-like hair, the leaf-like veins on their faces, and their long, root-like fingers (Guado fingers have more joints than human fingers). The Guado have long considered themselves the guardians of not just the Macalania Woods, but also the Farplane, and have become familiar with the smell of it, so they can recognize Unsent and *locate fiends who are waiting for an ambush.* The Guado are known for being sticklers for tradition, and they did not even embrace Yevon until sometime in Braska's lifetime, preferring to remain neutral and keep to their own laws.
Ronso: A proud race of extremely tall lion-like humanoids with fur that comes in blues, grays, and black. The males have horns on their foreheads that are a symbol of their maturity and status. It is a great dishonor for a Ronso male's horn to be broken. The Ronso's home is a tribe located at the entrance to the best way to travel Mt. Gagazet. They consider the mountain to be not only a sacred location, but also alive, and they turn to it for answers and confirmation in times of conflict.
Hypello: An amphibious humanoid race with bright blue skin, webbed feet, and antennae. The Hypello are known for their impressive swimming ability, laid back and goofy personalities, and persistent lisp. They can't quite speak Spiran right, and so “everybody” comes out as “ebilybady” and “yes” becomes “yesh.” Because they are so easy-going, they're not the types for competition, which is why there is no Hypello blitzball team.
Fayth: The fayth are human souls who have been bonded to stone statues. It is said that the fayth willingly chose this fate. The knowledge of how to turn a human into a fayth and the original reasons as to why (for it wasn't to defeat Sin, as Zanarkand was known for its summoners prior to the birth of Sin) have been lost long ago. It is the fayth's job to continuously dream so that their aeons can be called by summoners. In order for a summoner to have access to a fayth's aeon, they must pray to the fayth to earn that fayth's trust and approval. Once the fayth has deemed them worthy, it forms a soul bond with the summoner, and it is through that soul bond that the summoner can see the fayth's dream and turn it into reality in the form of an aeon.
Unsent: An Unsent is similar to a fiend in origins in that they both begin as spirits that linger in Spira instead of going on to the Farplane. However, in the case of the Unsent, they willingly stayed on. They have some kind of unfinished business, and through sheer force of will, they maintain their human form in order to carry it out. An Unsent can be forcefully removed from Spira by a summoner performing the Sending.
Geography
The fantasy world of Spira is primarily composed of a continent that is nearly split into two sections and the many islands that surround it. This description will describe key locations in Spira starting in the north and progressing southward. (
map)The Zanarkand Ruins: Once a giant thriving city, now an island-sized ruin that is held as a holy place in the eyes of Yevon. (
wiki)
Mt. Gagazet: Home of the Ronso. A great and dangerous icy mountain that is unforgiving to those who try to cross it. But summoners must climb this sacred land in order to reach Zanarkand... (
wiki)
The Calm Lands: Home to Yojimbo and the
Magus Sisters' Temple. This expansive plain has been rendered infertile for crops due to the wars waged across it, both before and after Sin. The grassland bears many scars from the final battles fought by summoners against Sin. (
wiki)
Bevelle: Home to Bahamut's Temple. As the spiritual capitol of Yevon, it is the largest city in Spira. This is where the maesters work and live. Being one of the oldest cities that remains, it has its secrets... (
wiki)
Macalania: Composed of a beautiful crystalline forest and a frozen lake. Home to Shiva's Temple. (
wiki)
The Thunder Plains: A flat, dead plain that is always covered in a violent thunderstorm. Towers were erected by an Al Bhed to draw away the lightning from striking those who wish to pass through. They work... mostly. (
wiki)
Guadosalam: Home of the Guado and to the Farplane. The buildings and walkways seem to be carved out of the natural landscape. (
wiki)
The Moonflow: A great river that splits the Spiran mainland in two at the bottom of which is a machina city that once spanned across the river like a bridge. Moonlilies, pastel-colored flowers, grow along the banks of the Moonflow, attracting to them at night pyreflies, which light up the river. (
wiki)
Djose: Home to Ixion's Temple. The temple is known for the rocks that cover the temple unless there is a summoner visiting the fayth, in which case they float, suspended by blue bolts of lightning magic. (
wiki)
Mushroom Rock Road: A road carved into the mushroom-like rock formations in a cliff. (
wiki)
Mi'ihen Highroad: A long winding road leading from Luca to Mushroom Rock Road. Named after the founder of the Crusaders because it is the road he traveled to appeal to the maesters in Bevelle. (
wiki)
Luca: The blitzball capitol of Spira and home to the only functional blitzball stadium left in Spira. Luca is the second biggest city in Spira (though that isn't really saying much). (
wiki)
Kilika Island: Home to Ifrit's Temple. A tropical island to the south of the mainland, complete with jungle and proud history of being the birthplace of a high summoner. (
wiki)
Besaid Island: Home to Valefor's Temple. A peaceful, idyllic island far to the south of the mainland littered with machina ruins from the long past. (
wiki)
Other locations include:
Bikanel Island: Where the Home of the Al Bhed used to be. An expansive desert island whose sands hide an ancient machina city. (
wiki)
Omega Ruins: A maze-like ruin where a great traitor to Yevon was banished. (
wiki)
Baaj Temple: Secret home of Anima, a Final Fayth. Once an island city that was attacked and sunk into the ocean by Sin ten years ago. Only the Yevonite temple remains standing today. (
wiki)
World History
For the sake of all involved, please just refer to the following links.
The Birth of SinThe Events of Final Fantasy XFirst Person Speaking Sample:[When Braska finally explores that cave he hasn't been able to get off his mind, he thinks he'll find a small cavern bright with pyreflies. He doesn't expect to find a tunnel that leads out to a forest, full of life and flora and fauna he's never seen before. Curiously, he follows the forest until it fades away, leaving in its place... nothing but night sky.
Braska blinks.] Oh, my. Now, what's this?
[He must've discovered a part of the Farplane he didn't know was even there. ... How exciting. ♥ The concept of turning back and letting his guardians and wife know occurs to him, but he decides against it. After all, even if there is something dangerous here -- which he can't discard as unlikely, because anything is possible, especially in the realm of the souls and life energy, correct? -- he can more than take care of himself.
Besides, he doesn't intend to stay for long. He just wants to poke around a bit and then prance back to the others and gleefully tell stories that they surely won't believe. That'll shake things up, at the very least.
With this plan firmly in mind, Braska steps forward onto the Astral Plane, fully intending to enjoy himself.]
Apologies for the quiet arrival! When it comes to actual conversations, Braska can be
quite talkative under the right
circumstances. It's just that, well. He doesn't commonly speak aloud if there isn't someone to talk to. To make up for it, have a first person narrative piece:This is it. The words echoed in my mind, rebounding to come back to me again and again. This is it. My pilgrimage ended here. At least the Calm Lands were beautiful: The flat, stretching grassland, cut deeply by the previous final battles; the sky, high and blue and endless; the smell of nature, including even the crisp scent of snow from Mount Gagazet. A beautiful place to die, something whispered in the back of my mind. I drove the thought out forcefully. I didn’t want to think about it. I put all my focus into my task, my plans, my reason for action. I, Braska, will end sorrow on this day. I will bring the Calm.
There were only two of us instead of three. I tried not to think about that, either, but there it was. Auron and I pretended we didn’t notice, didn’t care on our trip from Zanarkand down Mount Gagazet to the Calm Lands. The phrase "big purple shoopuf in the corner" came to mind, and I found myself chuckling. Auron looked at me, his expression nearly incredulous; how could I laugh at a time like this? But somehow, that only added humor to the situation, and I continued. At least, then, Auron would remember me laughing even at the end. I felt Jecht’s -- no, Odin’s distant approval. He would have thought the same thing if he stood in my position. This gave me strength as we crossed to the edge of the Calm Lands.
From the cliff’s edge, it looked as though the bottom of the world dropped out on to the dark sea. We might as well have stood at the world’s end. This is it. Odin darkly approved of the irony.
"Auron," I said softly.
"My lord?" Auron’s voice was almost hesitant. I knew he stood on the brink of losing all control. Yevon and Sin were stripping from him everything that made him who he was -- faith, occupation, friend, and now his summoner. My heart ached. I hated how he would be left alone (I had to leave him here alone), with no one by his side to face the aftermath. I never intended the end to be like this.
I nearly turned to look at him. I wanted to -- I needed to assure him, reinstate his sense of self, build him up into his strength again. In an instant, the scene played out in my mind. I took touched his shoulder, gave it a squeeze, smiled -- It will be all right, this will kill Sin for good (it won’t), please do not be sorrowful for me (for us, Odin whispered), and his face would be the last I saw before departing for the Farplane and what a comfort that would be -- But the moment passed, and I didn’t have the courage to give in to my cowardice. I barely managed to whisper instead, "Thank you."
Auron didn’t respond. I didn’t turn to look at him to check his expression.
We could see Sin from our vantage point on the cliff. It rose, taking leave of the ocean (for the last time, Odin thought, his tone thick with hatred and vicious joy) and it charged through the air toward us. It was time. This is it. Sin would greet us at the world’s edge, and there would be a great and dangerous battle . . .
No -- I would perform the Final Summoning now, and end it quickly. Sin would never have the chance to come close enough to kill my last guardian. I would not permit it.
Auron felt the summoning magic congealing in the air around me, but still he hesitated. I could almost hear the thought in his head, almost feel his instinct to stay here and die with me (so he wouldn’t be left alone? So I wouldn’t be left alone?).
No. Odin’s word rang in my head as loudly as if he shouted it at me. Don’t let him. Keep him alive.
"Go." My voice was quiet, even, controlled. It hid the turmoil in my mind. When Auron still faltered, I hardened my tone. "Auron, go!" At last, he obeyed. I didn’t turn to see how far he ran. I allowed my focus to shift elsewhere; Odin was hastening so he could arrive before Sin did. This is it.
Despite the fact that he was my Final Aeon, I still didn’t expect the sheer power -- of his confidence and strength, or of the bond that united us. His presence was a white fire, fierce and restless. I could feel Jecht, and all his strength and fears and guilt and love, and I was almost intoxicated by the force of it. At once, I knew everything about Jecht, his thoughts and why he had them and how he thought them, everything he ever did and wanted to do and dreamed of doing and never did.
The moment Odin appeared at my side, the great monstrosity in all his strength and glory, we were not summoner and aeon. We were one. I did not give Odin orders, and he did not obey. Due to the nature of the bond, we had no need for words; Odin responded to my thoughts, even the briefest and vaguest. The bond connected us so thoroughly that I was hardly aware of "me." The battle passed as if a dream. With a start, I awoke from it.
It was over. Sin -- Sin was dead, armor-like shell cracked and pyreflies fleeing en masse. The air was thick with the pastel spirits and their ethereal cries. For a moment, I thought I spotted something small and dark against the pyrefly light --
And then Odin changed, and I felt the bond breaking. I scrambled to keep a hold of it; but now, all I could think of was Auron and Yuna and my dear wife, last regrets and words unsaid and unadulterated emotion. This is it, this is it, this is is is
How could I describe the change? The stench of darkness rose from under Odin’s aura and flowed over the bond, thick and cloying. The weight of it slammed a migraine upon my head. Through the haze of pain I could feel Jecht, fighting and screaming against Yevon, the god and traitor of Spira, refusing to bow to his will. it hurts
But then, he fell still. The darkness became him, and the bond severed utterly. I couldn’t move. This is
The pain was indescribable; fire, fire, fire within my chest, my limbs, my head -- I didn‘t feel my legs give out, but I fell, and the world was spinning, spinning, grass sea sky grass sea sky, and it kept moving even after I hit the ground. I
I could hear Auron shouting, but I couldn’t make out his words. (My heart broke; I didn't say goodbye.) Odin-Jecht-Yevon looked at me. (This is it.) The flames consumed my mind, and I
will end sorrow on this day.
Third Person Writing Sample:
Log from Il Promenade (OP is 382 words, log includes 18 comments)
Did you read the rules?
_██_
(°ᴗƪ)
why yes my good fellows of course I did