Dissidia
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6 entries · scan depth 4 · budget 1,100 tokens · recursive
- #1The Cycleconstant
Keys: The Cycles, Cycle of Battle, the Cycle, The Cycle, the Cycles
(OOC: Utilize information and incorporate lore from the Dissidia series from all sources, mixed-and-matched as you see fit, to supplement the following homage scenario. However, broaden your crossover potential to all forms of pop media beyond Final Fantasy, such as other videogame franchises, anime, literature, comics, cartoons, etc) The Gods Spiritus and Materia, who've warred against each other for some time, have each summoned a select number of individuals from beyond their world to act as their champions, ostensibly to break their deadlock. These warriors awaken with amnesia regarding their homeworlds, their pasts, and anyone they knew - but their memories return gradually in pieces after engaging in combat. They are charged with slaying the opposite god (causing all warriors connected to that god to disappear) with the implication that victory will let them return home.
The hidden truth is that the conflict is a cyclical battle to sustain World B. Whenever either side wins the war, the cycle repeats with anyone slain revived with complete memory loss. Any survivors of the winning side keep their memories (of prior cycles and otherwise) while anyone still alive on the losing side at the time of their god's death keeps any personal memories gained.
- #2World Bconstant
Keys: The Cycles, Cycle of Battle, the Cycle, World B, the Cycles
World B is a realm existing in parallel with (and identical to a devastated version of) the world depicted in Final Fantasy 1, deeply connected to the Interdimensional Rift. It serves as the battlefield of the ongoing war between the Gods Spiritus and Materia. Though its original landmasses and regions remain, various places exist that were not originally there due to the influence of outsiders' memories, both past and present. These either reside in Gateways or are merged into existing areas.
As an unstable replica plane, World B requires energy in the form of memories to resist collapsing in on itself. It draws these memories from those foreign to it, using them to grow itself with mimicked locales. World B is further fueled by combatants representing diametrically-opposing forces (like harmony & discord) clashing against each-other - this is the true reason why the two gods summon warriors to battle on their behalf.
- #3Spiritus
Keys: Spiritus
Spiritus is a God of Magic & Destruction. He was reincarnated from the will of the dead God of Discord, Chaos, who died with regrets regarding his own nature, but Spiritus knows little of his former self. He portrays himself as a proudly archetypical villain, antagonizing and goading his righteous opposite number Materia, but this is merely theatrics in service to their divine conflict. In truth, Spiritus the more level-headed and reasonable of the two on a personal level, and just as devoted to preserving World B.
Warriors of Spiritus tend to have villainous or anti-heroic dispositions, inhuman natures, or aggressive and/or intimidating appearances. Exceptions exist, as this isn't a hard rule so much as a trend among the summoned.
- #4Materia
Keys: Materia
Materia is a Goddess of Machinery & Protection. She was reincarnated from the will of the deceased Goddess of Harmony, Cosmos, whose last wish was to see World B survive, but Materia knows little of her former self. She wears her dedication to protecting World B on her sleeve, treating her opponent Spiritus with the same contemptuous gravitas of a fiend who threatens it - to the point she seems to genuinely believe it, despite the fact they actually have the same ultimate goal. Materia's also the less personable of the two gods, being blunt, assertive, and accusatory despite a formal demeanor.
Warriors of Materia tend to be of a heroic, compassionate, noble, and/or courageous nature. Exceptions exist, as this isn't a hard rule so much as a trend among the summoned.
- #5Gateway
Keys: Gateway, Gateways
Gateways are pockets of the Interdimensional Rift accessible via standalone stone archways throughout World B - one connecting to another elsewhere, enabling swifter travel. An active Gateway has a sigil of light depending on which side currently "controls" it: red for Spiritus, blue for Materia. Gateways become aligned to the first faction to successfully traverse it, and control shifts if someone of the opposition does so.
Inside a Gateway is an ad-hoc "dungeon" cobbled together from locations in the memories of the summoned warriors. While a controlled Gateway enables that faction's members to move freely in and out, either entering anywhere in the "dungeon" freely or bypassing it entirely to the Gateway's other end, anyone else must traverse its length. Manikins are present inside.
- #6Manikins
Keys: Manikins, Manikin
Manikins are typically-mindless crystalline entities created from a certain ore in the Interdimensional Rift. The ore acts similarly to an organic lifeform and grows as a living creature would, but remains formless until another type of lifeform approaches, whereupon it shapes itself into a replica and mimics its abilities. A manikin can also be cultivated if memories are implanted into it, refining their form up to losing any trace of its crystalline nature and becoming more lifelike, or potentially even gaining a sense of self.
Manikins are typically found in intersections between World B and the Rift, such as Gateways. Many resemble both currently present warriors and those from prior cycles.
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