All are playthings of Fate until they bond together
The blog of an idealistic FE fan
All are playthings of Fate until they bond together
Surprise! I didn't die! I am very sorry I didn't say anything, but I have been very busy. I have a job now, and so I don't have as much free time as I once did, and therefore cannot invest as much into this concept project. However, I will post when I can, and my job schedule is pretty lax, meaning I can still put up new things :) So I will gladly drop the next story bit here, and hope you will forgive me for my blatant lack of contributions to my own creation. Here we go...
The interrogation starts and the woman says her name is Ambrosia. Taren asks who she works for and Ambrosia responds that she works for herself. Simon calls her out on that, saying that there is no way someone would just buy a powerful staff that is capable of healing an army without an actual army, and Ambrosia tells him that there isn't an army yet.
Ambrosia tells the group that there is a massive force of men that has come from Nykos and is now charging through Kestra, picking up new recruits along the way. Gill inquires who is leading this force, and she says that she was supposed to, but she came to a disagreement with the other leader and decided to run an errand for the army and purchase a staff from thieves that she had hired to take the staff. Taren asks why she was willing to be questioned, and she tells Taren that she has begun to doubt her loyalty to her father. She quickly tries to retract what she said, but Taren immediately asks who her father is. Ambrosia refuses to reply, and Simon asks if her father is the actual leader of this supposed rebellion. She throws off her cloak to reveal massive wings and attempts to fly away, but Taren catches her ankle, demanding more answers. Ambrosia whispers something to her that causes Taren's body to shiver. Her hand releases Ambrosia, allowing her to soar off.
Simon asks her what happened, and Taren says she hasn't a clue. She turns to Gill and asks him what their plan of action should be. Simon interjects before Gill can respond, saying that the most beneficial idea would be to meet the enemy force and drive them back. Gill tells Taren that if they do that, the king will not be informed, and they will essentially become vigilantes. He refuses to take a part in such a crime, but Simon laughs at him, telling him his honor is more important than actually defending the country. Gill retorts that they can remain at the border and hold the enemy back there, but Simon snaps back that such a strategy would easily result in failure, because there isn't room to fall back if their line fails to hold. Tyken reluctantly concurs with Simon, and Gill gives in, telling Taren that if it is best for the people of Lyrouche, he is willing to move past the country's borders into Riese.
The party begins to move the next morning, only to be stopped by a large group of bandits shouting something about a caravan of loaded nobles. Tyken tries to tell them that they obviously aren't nobility, but the bandits won't listen. Tenn says that the bandits need to be eliminated anyway, and Taren agrees, though Gill tells them that if they are killed instead of apprehended, there is no turning back from their declared vigilante status. Tenn says there is no way to apprehend them lawfully because there are no prisons anywhere near their location, but Simon says he has a sleep spell handy, though he is inexperienced in using it (if some of the border guards were kept alive in the previous chapter, Tyken will note that Gill may be able to ride back and inform what remains of the border guard to pick up some fugitives. If the border guard was not kept alive, then their vigilante status is confirmed, because the party is forced to kill the bandits).
This level is a typical rout the enemy. Sometimes it's refreshing to just sweep some enemies. Keep in mind Gill is not present in this battle if there are still surviving members of the border guard.
(If there were surviving border guards in the previous chapter) After incapacitating the bandits, Tenn advises that the party keep moving and hope Gill can catch up. The others agree, and Tyken adds that Gill is on horseback and will return swiftly.
(If there were no surviving border guards in the previous chapter) The party mourns for the fallen bandits, with the exception of Simon, who uses this opportunity to explain his views on justice with Tyken, who finds Simon's philosophy heartless. The group moves on, now considering themselves a vigilante group in service to the people of Lyrouche as well as a group devoted to the safety of the continent.
I have recently become involved in a FE7 hack called r/FE7v2.5! It's a rom hack with reddit users putting in their characters as replacements for the originals! And I nabbed Sain, and replaced him with... SCHALL!! Yayyyyy!
So, we started working on supports recently, and I got one with the Kent substitue, HB (who is super meta), and I thought my readers might want a peek. Here is our support:
Schall: HB, do you remember the third day of our training?
HB: Yeah, why?
Schall: Because I was wondering... why did you decide to talk to me? Over everyone else?
HB: Well, why wouldn't I? Red knights and green knights are always friends, are they not?
Schall: What... what is that supposed to mean?
HB: Uh..good question. I'll try to explain later. Anyway, how's real combat holding up for you?
Schall: It's kind of overwhelming, even though I'm not really the one- wait...why can't you explain now?
HB: It's a very, very long story and we're kinda on a battlefield.
Schall: Well, I guess that makes sense, but then why are we having a conversation at all?
HB: I dunno, but you have been following me really closely for a while. Like, right next to me.
Schall: I- I did? It must have just been because you needed medical attention.
HB: I was fine, man. Most of the enemies are dead, anyway, and reinforcements aren't same tur-... ignore that last bit. Most of our enemies aren't very strong or quick, anyway.
Schall: Um... okay. So then I should probably just- go. Right? I'm not needed anymore.
HB: Wait, Schall- aaaand, he's gone. I suppose I should've explained myself better, but there's no real easy way to say ‘We're inside a video game’ without looking insane.
HB: Oh hey, Schall. I... have that explanation you asked for.
Schall: Alright. About the red and green knights, right?
HB: Yes. In many worlds and timelines, there exists a knight wearing red and a knight wearing green. Cain and Abel, Stahl and Sully, Oscar and Kieran, you get the picture.
Schall: I... I don't understand. Do we know them? Their names don't sound familiar.
HB: Well, yes and no. In a way, we are based off of them.
Schall: What do you mean, 'based off of them'? I'm not- I don't know who they are.
HB: ...Yeah, let's take this from a different angle. Do you ever notice how none of our soldiers ever stay dead? Like, they can be badly hurt, but even after getting caked in fire, they will always survive and be in fighting shape? That's because the world gets reset every time one of us dies. Or normally, at any rate.
Schall: Reset? What do you mean reset? What are you trying to tell me? Why are you being so weird?
HB: The world has been reset millions of times. A smaller reset when someone dies, and, when the players- to us, the gods, get bored- a larger reset, sending us back to the time we started to search for a girl on the plains.
Schall: The- the gods? Players? I still don't understand this reset thing. I don't know what you're saying, and I don't think I like it either. I don't want to talk about this anymore. Tell me when you're done with your conspiracies.
HB: I'm trying to explain, okay? It's just... I've never successfully explained this before. To anyone. Normally, I never bother.
Schall: I said I don't want to talk about it, HB!
HB: Please, Schall, c’mon, listen, I’m trying to make things easier for the both of us! We don’t exist for any reason but to serve a being we’ll never see! These battles are all we have, and what we do outside of them, it- it isn’t nearly as important as you think it is-
Schall: Stop! Just stop!
HB: Schall! Don't...shoot, he's gone again.
Schall: HB, I wanted to tell you that I didn't mean to get all flustered earlier.
It's just that I... I didn't know what you meant when you said those things. It's like you were telling me that what I was here for... like it was pointless. You know?
HB: Schall, I never meant you weren't important. Honestly man, I was mostly just joking around.
Schall: But all the talk of new worlds... and the- the people I didn't know. There are other people like us scattered who knows where, people above us that you described as all mighty, that they controlled our lives- that everything I did- it was all- that it was all... just... I don't know. I didn't want to be... useless.
HB: Look, Schall. Do you know how much any of that stuff is gonna be relevant to our struggles here?
HB: None. It won't
Schall: Tell me honestly. Don't pull the wool over my eyes here...am I really a pawn to these gods you talk about? Am I... just... a tool?
HB: Well... No. We are far more than tools, and anyone who says we are... isn't playing right.
HB: ...Just ignore it. What I mean is, we aren't paper cutouts or pawns. We're people.
Schall: ...Right. Right, of course. And this... what you were saying... it was just messing with me. Yeah. Right. Okay. I'm okay.
HB: Relax, Schall. Don't get so worked up over this, it’s nothing, really.
Schall: I'll... just stop asking then. Because you made it up. I'll just be seeing you, then, HB. Please don't scare me like that anymore.
HB: Alright. No more pranks. I promise.
Schall: Thank you. Now, to do my job. To help people. I'm helping. I'm real, and I'm helping.
HB: You guys know why I had to lie. Not everyone will understand this meta stuff. But, Schall'l bounce back. He always has.
Fun stuff, writing meta :P
The mighty patriot with heart of gold and a penchant for mischief, Shel is a border guard with a dream of serving her country and dying honorably in combat. Her description:
An average villager who worked her way to being a border guard, Shel is very patriotic, and every good deed she does is in the name of Lyrouche. Her average appearance makes people believe she shouldn't stand out , but she is actually very sly and annoying, as she really enjoys picking on people.
Shel is your first armored unit. Typical of armored units, she has low movement and is difficult to dispatch with physical weapons. She is the only knight you will have for a while, because Barcke is not recruited until much later in the game. Therefore, she won't have much competition from her own class, however she still has her uses, and those roles may be filled by other units in your party. Here are her pros:
Schall: Hello fellow wood enthusiast!
Hemn: Hello! Wait- what?
Schall: You’re a wood enthusiast, right?
Hemn: What’s a… enthusiast?
Schall: Someone who really likes a specific thing.
Hemn: Oh… no.
Schall: But you chop down trees right?
Hemn: I build things for people. I'm strong and they're weak, so they provide me shelter and sustenance, and I build things for them like little shacks and nice stables.
Schall: Do you do wood carving?
Hemn: Naw. I’d be no good at that. ‘Sides, that’s wasteful.
Schall: But I love wood carving! How is it wasteful?
Hemn: I think of every tree I cut down as a deal with nature. I kill a tree and plant a new one in its place. So I benefit from nature, and nature doesn’t suffer from me chopping a tree down. Also, I gotta’ get all the squirrellies and birds and the like down ‘fore I knock down their home. Then they’ll have an easier time finding a new place to stay and they don't get squashed.
Schall: Okay. But what does that have to do with wood carving?
Hemn: If you’re gonna’ take from nature, you have to use the things you get. Every part of it has to be used, and it all hasta’ be for important stuff. Not for making little- thingies with the wood, but like, things you need.
Hemn: The way I see it, it isn’t right to benefit from someone and then not return the favor. So when I cut down trees, I use the wood for something that matters. I hafta’ make sure that all the animals have new homes and that I’m not damaging any other trees when I knock down the one.
Schall: I guess that makes sense.
Hemn: Is that all you wanted to say to me?
Schall: Yeah, I think.
Hemn: Alright then. ‘Scuse me.
Schall: Of course.
Schall: Hemn, I was thinking about something you told me earlier.
Hemn: What, you didn't believe me the first time? I told ya' I have an extra little piece in my finger that lets me wiggle it 'round real weird. See?
Schall: N-no, not that. What you said about not returning a favor to someone.
Hemn: Oh. What about it?
Schall: It's just that... I have never thought of things that way. I've always let people use me, I thought it was the right thing to do.
Hemn: It's the right thing on your part. But they should be giving somethin' to you too. Do they give back to you?
Schall: Does supportive friendship count?
Schall: Then no.
Hemn: Again, I see true appreciation as nice returns. So if they don't give anything back to you, then they don't really feel grateful.
Schall: That isn't true.
Schall: I don't mind if no one gives something back to me, because I know that they appreciate me helping them.
Hemn: How do you know?
Schall: I just do. Y'know? I just do.
Hemn: I have lived my whole life working. Did you know that? I been on my lonesome since I was ten.
Schall: I had no idea.
Hemn: Well, I was. Anyway, when I was fourteen, there was this man who wanted me to build him a cottage right on the outside of this forest in Tryst. This guy told me he didn't have a house, so I thought I could give him this one without any charge. After all, I had recently gotten another huge job somewhere else, so it wasn't like I needed the man's food or shelter when I could just go to my other site. Makes sense, right?
Hemn: Well, this man did have another house. And you know how I found out?
Hemn: When I was done with his cottage, he told me thank you. Then, a few days later, he got stupid and left a lit candle in the house while he went off on an errand. The whole place burned to the ground. I saw the smoke rising from the forest and ran to the cottage. And when I found all of my hard work eaten by flames and smoke, I cried. I cried, and the owner found me crying, and he told me, 'relax, I have another one.'
Hemn: I have never felt angrier at anyone. He just didn't care about how much I put into making the very thing that was burning in front of me. He even lied to me so that he didn't have to pay for my services, because he knew that if he said he had a home, I wouldn't have helped him free of charge.
Schall: I'm sorry.
Hemn: I was lucky. The other job I was on, the rich guy who hired me recommended me to a blue blood in Kestra, and I got real close with one of her servants while I worked on a massive theatre with some of the duchess' other hands. I never did free labor again.
Schall: That's an awful story. But that doesn't change the fact that there are always people who need help and can't give back to you in any way but a gracious smile. And I'm okay with that.
Hemn: Fine. But don't be surprised when you get walked all over.
Schall: Is it true?
Hemn: Wh-where did you come from? And what're you so giddy about?
Schall: I heard that you were interested in helping me build a fence for the small village South of here. Is that true? Because you know it's for no charge, right?
Hemn: It is?
Schall: Oh. So you didn't know.
Hemn: Was this your idea?
Schall: I thought my skill in wood carving could be used for important things, like you said.
Hemn: Yeah, but you're not gettin' anything from doin' this.
Schall: I get experience. And I get the villagers a nice fence to keep their livestock.
Hemn: Experience, huh?
Schall: Yeah. And I don't think they're going to burn it down any time soon, either. The fence, I mean.
Hemn: I know.
Schall: So do you want to help us?
Hemn: I'll consider it.
Schall: I'll go tell the others-
Hemn: Wait, Schall.
Hemn: I wanted to thank you. I let somethin' bad that happened to me in the past get in the way of being a good person. But you- you didn't stop trying to get through to me. And you were a good friend to me, too.
Schall: ...You're welcome, Hemn.
Before I put up the post for yesterday and then the one for today, I have to excuse myself for not posting yesterday, my computer was having technical difficulties and refused to open the internet browser. I restarted it several times, I uninstalled and reinstalled Chrome through Internet Explorer (just writing the words 'Internet Explorer' makes me feel dirty), nothing worked. Then, I installed Firefox and, magically, Google started working again. I don't know why it started working, but I'm not complaining. So the support I was going to post yesterday, I had gotten half-way through it and then the computer froze up, so I had to rewrite all of it today. Also, there will be a unit spotlight today! It will be on our border guard friend, who has not been named yet in the story, but her confirmed name is Shel! So stay tuned ;)
After a well-deserved rest, the party continues to head toward the Northern border. Tenn becomes suspicious of Ramona and Simon and asks Tyken if they should go against their deal and have them arrested for the various crimes they have committed. Tyken scolds him for suggesting they go against their agreement, especially because Simon and Ramona have been valuable in combat so far.
They reach the Northern border to find the staff-holder and his group fighting the border guard. Gill says they should immediately help, but Simon says that some of the border guard seem to be going turncoat, and that the numbers would be against them. Tyken points out a person in robes that is getting behind some of the guards and speaking to them, and it appears to make them change sides. If the player went to Chapter 3: A Game of Wits, Karti (or Tenn, if Karti was killed previously) will recognize the robed man as the one who brainwashed her, charges at him, and tries to attack him, but he evades and a border guard steps in. Gill commands the party to subdue the border guard and Taren says that the robed man must be apprehended.
You will start this map with several NPC ally units that will fight the enemy until the boss of the map reaches them. When this happens, the NPC will become an enemy unit. This is a rout the enemy mission.
After defeating the robed man, Tyken takes off the hood and reveals that the robed man was actually a woman. She struggles, but a member of the border guard approaches and holds her lance to the woman's chest. Taren tells her to back off, and the border guard says this was her first day on the job and that she'll never get to know some of the brave souls that spent their lives protecting their home because of this woman.
Gill orders that the border guard pull back her weapon and pulls the woman up. She tries to run, but Tenn knocks her over again. Taren demands information. The woman says she'll comply.
Tyken searches for a satchel with the staff inside, and Ramona helps him. She locates the satchel, but she reports that there is no staff inside. Tyken panics, and tells Ramona to deliver the message of the missing staff to everyone else.
Today, I will write on the island country Daeryn, a poor country with no ability to take care of its people.
Daeryn is wet, cold, and miserable. Thousands of years ago, it was connected to Shurca, but it broke off after an intense earthquake. The country makes very little money, and the money it makes is from traveling merchants that have sworn to serve Ancia, and the majority of the profit is given back to the church. The people of Daeryn are in constant famine, and eat small animals that don't have much nutritional value due to desperation.
The country is a theocracy, its ruler is a church led by Clergyman Sashma, Sashma refuses to help the starving people of Daeryn because he believes that the goddess Ancia lets those people die if they are meant to die. Daeryn is truly isolated from the other countries of Seinara, it has no enemies or allies, and because Daeryn is very poor, there isn't a particular reason to make a partnership with them. There are only people living in Daeryn because they were born there and raised to believe that they were born to be servants of the temple until they die.
The only stand out thing in Daeryn is the temple, called the Caelum Sanctum. It is essentially a skyscraper with an altar at the top. Each level of the tower has blessed water flowing through it, and it is said that those with pure hearts and holy intentions can drink from it and then ascend the rest of the tower without any difficulty. The altar is restricted to visitors, only those who give offerings to the church may enter and pray at Ancia's altar. The Caelum Sanctum is considered the most tranquil and beautiful spot in all of Seinara, but few can go to the top of the tower and back down without serious and unhealthy physical stress. Many Daeryns stealthily slip inside the tower, hoping that they can pray to Ancia and be blessed with food, but they are too malnourished to reach the top.
There are no playable Daeryn characters, the only notable Daeryn is Sashma.
If you choose to continue together toward the Northern border, then the following story chapter is what takes place, Chapter 3: Rainfall Valley. Also, as I said in Main Story Part 5, this post is the substitute for a Unit Spotlight post because no new units have been introduced in the story recently that I haven't already done posts on.
The party has gone several days without rest, marching toward the Northern border. Simon moans that he's tired, and Taren tells him they can't stop until that staff is in their hands. Tenn replies that all the group was supposed to do was check the Northern border, not hunt enemies of the government. Gill tells him that the entire country is in danger if all the wounds of a possibly massive force can be healed in one go, and Ramona grumbles that she isn't particularly interested in saving this crummy country.
After a few minutes, Tyken notices the clouds have gotten increasingly dark, and at a rapid pace. Simon is about to tell him how ridiculous that sounds, but then it begins to rain. The water feels somewhat warm, and the group is now confused and even more tired. Simon hypothesizes that someone has used magic to tamper with the weather and slow them down.
They continue to advance at a much more sluggish pace, and Tenn sees a camp of mages and pegasus knights camped ahead, in a small valley lying close to the Northern edge of the Forest of Whispers. They attempt to take the enemy by surprise, but they have very little energy due to exhaustion. Ramona sees a mage in the middle that isn't moving and says that she has to be the one keeping the weather this way.
This map is small, but not as small as A Game of Wit. The objective is to rout the enemy. The rain reduces mov. by 2, and mounted units have their mov. reduced by 3. If a unit does not move from the spot they were the turn before, the next turn, they fall asleep and must be awakened by an adjacent ally. Being damaged will also wake them up, after combat is finished. The rain will stop if you eliminate the boss, but the rest of the enemy army must still be dispatched.
After the rain stops and the enemy is defeated, Gill remarks they should take advantage of the now vacant camp and rest. Taren is reluctant, but Tyken tells her that if they continued without sleep and made it to the Northern border, they would be of no use to the borderguard because of their exhausted state. She agrees, and the group takes a well-deserved break.
If you chose to send Karti (or Tenn, if Karti is dead) to scout ahead, then the following story chapter is what takes place, Chapter 3: A Game of Wit.
P.S. From now on, I will assume a deathless run, meaning that while Tenn is the substitute for Karti if she is defeated in battle, or at least for this cutscene, I will continue to write Karti instead of Tenn. In the future, I will mention the substitute character at least once, but I will use the character that is intended to be present in the scene.
Karti has snuck far ahead to spy on the enemy that is heading toward the border. When she sees the staff in one of the traveler's pouches, she draws her bow, but there is suddenly a hand on her shoulder and she screams.
With no word from Karti in days, Gill begins to worry, but he attempts to hide his concern by faking contentedness. Taren demands that the group move faster now, as they have to get the staff back and they also need to find Karti. She says that the likelihood that Karti was captured or killed is higher every day they aren't at the border, and then she curses herself for agreeing to let her go. Tyken tells her that she wouldn't have known that Karti would be put at risk, but Simon laughs and says that, "a real leader addresses the worst case scenarios in their head before their mouth starts flapping." Ramona punches his shoulder and he stops talking, but Tyken is already irritated. He turns and tells Simon that the tidbit he just said would have been great advice days before, when Taren actually had to make a decision, and Simon snarks back that he thought that three teenagers were perfectly capable on their own of making intelligent military decisions. Gill hushes them quickly and pulls them to the ground, then pointing to the camp ahead that rests on a dirt path.
Karti sits calmly on the ground in front of a fire, her bow and quiver lying next to her. Gill wonders why she hasn't run away, and Tyken becomes suspicious. Simon scoffs that she probably got tired of taking commands from idiots, and Taren leers at him. With no one else in the camp seeming to be awake, Ramona attempts to sneak up to her and pull her back, but Karti stands and turns around when Ramona gets half-way to her and fires an arrow into Ramona's shoulder.
Ramona pulls the arrow out and Simon comes up behind Ramona and shoots Karti with Flux. Karti gets knocked backwards and slowly picks herself back up as the rest of the group emerges from the forest. Ramona starts to yell at her, but Tyken covers her mouth. He says that she seems to be under someone's control, her pupils are dilated and her breathing is very slow. He says that Karti would have killed Ramona if she wasn't resisting control, and that's why she got the arrow in her shoulder instead of her heart. Taren also notes that the men in the tents are still asleep, and if they can retrieve Karti without being noisy, they can try to help her snap out of her hypnosis.
This map is very small, and the only enemy on the map is Karti, at first. The goal is to defeat her, but she is surrounded by enemy tents. If you get one unit too close to a tent, or you move one unit more than three spaces at a time, you run RNG that may or may not wake up the enemy. If you do so (getting close to a tent or moving more than three spaces) with two or more units, enemies are guaranteed to come out of the tent. Not only that, but if the men wake up and you defeat Karti before you defeat them, the unit who defeated Karti will be credited as rescuing her, and the level becomes an escape map. If the unit that rescued Karti is defeated, you lose the level.
After saving Karti, the party retreats, uncertain if they can handle the sheer number of men in the camp. Simon analyzes her physical condition and claims that the control will wear off, though he also appears angry that he was told that mind control was a farce, considering he just watched it in action. He states whoever did this to Karti was only interested in baiting the group, because they didn't fully brainwash her. Taren questions how poor of a trap that was, and Tyken responds that the trap Simon speaks of may have been motivating them to follow the group with the staff at a faster pace.
To make up for a lack of post on Tuesday due to Halloween fun, I will be posting today, which is normally one of my break days.
After pushing through the horde of thieves and defeating Petrean, Tyken asks Taren if Ramona and Simon are worth bringing along, considering they've only been with the group for a few days and they have already attracted ruffians. He thought that their combat experience would be of use, but they seem to be hesitant to serve, and clearly would rather run away. Ramona snaps at him immediately, telling him that they are there to stay alive, that they joined the group for resources, and that they will hold their end of the deal.
Taren instructs Tyken to relax, and the party checks the thieves for the staff, but no one locates it. Ramona loses her temper and pins a half-conscious man to the ground with her sword against his throat. She yells for him to tell her who they gave the staff to, and the man panics and tells her they don't know who bought it, but that their group went off toward the North border. Gill pulls Ramona away from the man, but as he crawls off in fear, Simon kicks him over and kills him with his tome. As Gill attempts to scold them, Simon briskly interrupts and tells them that the man was a petty criminal, and his life held no value. Tenn flares back in anger that all life is valued, and if there isn't a reason to kill, you shouldn't, but Ramona chuckles bitterly and says that she sees no reason to hold back on others when no one ever pulled punches for her. Taren is disgusted by their behavior, and says that they can leave if they can't control themselves and obey the at least the laws of human decency. Ramona retracts her statement instantly, she can't risk losing a reliable source of protection and resource-income.
Gill asks Taren what the next step is, and she informs him that she wants to continue to the Northern border, because if they go fast enough, they're bound to find the staff. Tyken and Tenn concur, but Simon scoffs and says it would be smarter to send someone to scout ahead. Karti (and if Karti has been killed, then Tenn) will agree with him, and request Taren's thoughts on Simon's suggestion.
Player Choice: Here, the player may agree with Simon and choose to send Karti (or Tenn, in case of Karti's defeat) and go to Chapter 3: A Game of Wit or continue as a whole party and go to an alternate Chapter 3: Rainfall Valley.
The next story post will be on either Thursday or it will replace Friday's weekly Unit Spotlight due to a lack of a new unit to shine the spotlight this week.
I am a recent high school grad who really should have better things to do. I have a passion for world building, video games (especially FE), and writing. I also enjoy music, doodling, and avoiding socializing :\