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Test Drive #1

The Airship There
By carriage or coach, spellwagon or ship, perhaps even on the wings of magic, the Sundered heed the call to gather at the Tenzin High Dock of Vulbaria. On this, the appointed day, a great passenger airship sits in the dock, the seals of the six Houses fluttering from flagpoles along her length and her wooden planks atremble as if it is eager to be off. At last, the gangplank descends, and the Hand of Diatu opens her doors to the Sundered so they can take their first step on the path towards protection and salvation.
Inside, you may choose from long comfortable couches, broad circular tables surrounded by straight-backed, cushioned chairs, or viewing seats at the glass front of the ship. Sundered who need special accommodations are quickly provided for, ensuring everyone travels in comfort. Trays drift through the air periodically, offering snacks and drinks to the passengers.
This may be the first chance you've had to truly relax since being swept to this strange world. Certainly it is the first chance you've had to meet your fellow Sundered. As the airship lifts gracefully off from the High Dock, your journey to Diatu begins. Excited? Nervous? Simply angry? Or perhaps searching among the crowd here for a familiar face or some sign of hope?
Rain, Rain...
Welcome to Diatu Magicademy. It's raining.
Seriously raining. One of those downpours that feels like a curtain has dropped on you, that soaks to the bone within a second of stepping into it. Obviously, this won't do, and a civic-minded cluster of Purifeul students has taken it upon themselves to solve this problem. No sooner do you step through the gates then you practically run into a giant and complex runic diagram being drawn out with long staffs by several students, all of them speaking seeming nonsense about derivatives, limits, and equations. Magic! In action right before your eyes!
And yet, just as their mathemagics wind towards the center of the diagram and they all make their final stroke -- one student slashes his line off on a weird tangent, speaking an equation that sounds nothing at all like what his fellows utter. The spell completes... weirdly, as the students look in horror at each other. The temperature abruptly drops seventy degrees, and a cold wind begins to blow.
Welcome to Diatu Magicademy. Please get out of the blizzard before you freeze.
Thaumaturgy 101
After some fifteen minutes of grumbling from Professor Loshakle, followed by half an hour of theory and basics, the grouchy old man finally gets to drawing a magical symbol on the board. "This is straight out of Fundamental Principles of Wizarding," he says, writing Sense Magic next to the symbol. "As is everything you'll learn here. I'll emphasize yet again, you MUST know the name of the spell and the proper gestures. You can't simply wave your wand in any old pattern and say any old words. That isn't how it works," he says, glaring around the class as if daring someone to question him.
But he gives no one the opportunity, instead producing a wand and making the gesture to trace the symbol he'd drawn in midair. "Sense Magic," he intones, and the air and his wand both shimmer.
"Now. You all try." Just like that. What the Professor doesn't mention is that this spell can produce some very interesting results if the symbol is off, or the timing...
Bala-inlota Practice
Bala-inlota is the main interaction the Magicademies have with each other -- the sport of wizards! Two teams take the field, with the goal of heaving a ball through their opponent's hoop. The rules primarily revolve around not inflicting lethal injury, because bala-inlota is a free-for-all at best, where each team relies on both physical and magical might to win the day.
You kind of wish someone had told you this BEFORE you got hauled onto the field so the coach could see if you've got what it takes.
Now half a dozen players are charging down the field at your ragtag group of semi-willing recruits, while another half-dozen are preparing spells that you've been absolutely assured aren't as nasty as the ones deployed in actual play. On your side: the ball, your wits, your physical ability, and maybe three classes's worth of magical education.
On the upside, magic is pretty good at healing.
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As Alphinaud describes his world, Ken brings his legs close to his chest as he holds them. He looks at the older one with awe in his eyes, quite like a child his age would be doing when listening to a story be read aloud. Ken resisted interrupting and asking questions, resigning to just simply listening. It really does sound like something from a fantasy novel. A world with conflicts, a world with adventurers. It's amazing!
"Warrior of Light, huh? That's amazing. Do they wield a huge sword? O-Or maybe a spear?" Ken is biased towards spears, them being his go to weapon. "And do they wear, like, huuuuge armor? And fight dragons?"
Ken realizes his over excitement and quickly calms himself. "I wish my world was as fun and interesting as yours, Leveilleur-san..." Things would have maybe been a lot more fun and interesting if it were, that is for sure.
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This last statement is considered a miracle even by the standards of his world. After all, Ishgard and the dragons had harbored fierce grudges towards one another for one thousand years. However, if they could reconcile their differences, it meant much and more for the citizens— not only of Ishgard but of Eorzea all over.
"However, I must say," he adds, noting Ken's disappointment that he cannot witness such feats firsthand, "that what you describe as interesting of our world is what its populace knows as fear and calamity. Adventuring may be fun, but that it is a necessity may revoke that aspect of it. I am proud of where I hail from, and of the things that we have accomplished within it. But that said, what I wouldn't give to allow its peoples even a momentary reprieve, no matter how 'boring' that might be."
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"I'm sure that you'd be able to do it once you get back to your world." Well, more like if but Ken wants to be optimistic about it. They'll get back, hopefully.
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"You need not apologize," he assured him. "Your enjoyment of these stories is no different from the youths of my world. Nay, even adults the realm over cannot contain their excitement when they hear of the Warrior's deeds." He places a gentle hand upon his chest, remembering his own carelessness in excessively praising that which is such a difficult endeavor to accomplish.
"We are honoring those who give their very lives for the sake of our peace," he continues, "through our sharing of their tales. I have many and more with which I might regale you, and you are welcome to celebrate in their triumphs with us and lament in their defeats. I simply wanted to make clear that these stories are less of glory and more born out of necessity. We needn't seek calamity in times of true peace, but we may fill our hearts with adventure all the same."
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He looks to Alphinaud and smiles once again. "I understand what you're saying, Leveilleur-san." Ken says with a small nod. "I'd love to hear whatever stories you decide to share. And I could even share some of my own stories if you're interested. It may not involve dragons but my world still had some...oddities."
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He returns his gaze to the fire, a familiar scene for him, though indoors as opposed to the campfire of his memories. In such moments, the world seems so calm and worries, far away. He thinks back to his comrades, and he hopes that all is well. He wants to believe there is a purpose for which he was called here, and there's a hope in his heart that it may prove crucial to solving the many problems of his realm.
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"Hey, Leveilleur-san, this may be an odd question but..." Ken closes his eyes. "Do you have magic that can bring back the dead? Would you want magic like that?"
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His expression softens, and he considers the possibilities, recalling his own friends whose company he still misses dearly.
"It is difficult," he begins, "but not impossible. There have been tales of such deeds having been performed, and... certain otherworldly influences that have a capacity to make such a thing somewhat possible. Though, I cannot say with any certainty that the person in question ever truly returned. There is more that makes a man than his physical form, after all."
It would be so much simpler to say that it wasn't accessible, but Alphinaud does love his details. Now, all that remains is to consider the latter question. Were it possible, would he want it? To bring back all those they have lost...
"The child within me longs for it. The sacrifices we have lost thus far have been numerous," he explains, pain surfacing on his features. "And far too great. However, to do so would defy the natural order of the world. Furthermore, should such a magic be discovered, we could not hope to limit its uses— or its users. The death of their allies already means little to some... I should not wish to see their souls called back time and again for such an unfeeling purpose.
"I believe there is meaning in death because there is meaning in life. Should we revoke the penalty of death, so too do we revoke the reason for living. Nay, we must carry our pain with us, the memory of their lives and deaths emblazoned upon our hearts as we walk forward. They shall remain with us, though no longer in body, and when it is our turn, we will see them again."
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Though, Ken did not expect Alphinaud to have lost people close to him too? Ken listens to his reasoning and slowly nods. He understands. Just because he wants to possibly use it for his own selfishness doesn't mean others could use such a power as well for their own selfish reasons too. Theirs being a lot less pure than his own.
"Y-Yeah, I know. I understand what you mean, and I agree. I really do. But..." Ken closes his eyes, he can feel his own tears forming and does his best to hold them back. "It's not fair. It's going to be so long. They should be alive right here and right now..."
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"You are correct," he agrees, his tone soothing and understanding as he places a hand upon Ken's trembling shoulder. "It's hardly fair, and there's nothing we can do to prepare ourselves for when it happens. Though they won't want us to grieve long, we can hardly help the strength of their memories in our hearts."
The stronger the bond, the harder it is to let go, to move forward once more. Even after acceptance, there are times when those feelings will resurface and grief sets in once more. The heart is never fully healed; it can never replace the home made for that person.
"It is quite all right to let yourself succumb to these emotions," he assures him. "Ignoring them forever won't erase the pain. Nothing truly can... We must instead learn to live with it."