Important terms one should know re: Zell Dincht, Seifer Almasy
Fall-in: Term used to describe the condition incurred from a prolonged period of healing magic usage, offensive magic usage, healing agents intake, and Guardian Force junctioning. Usually occurrs 2-3 weeks after lapse in use. Symptoms may be fatal in extreme cases if not cared for properly. Short term symptoms include shakes, temporarly loss of memory (either selective or total), high fevers, nightmares, mood swings.
Long term symptoms take two forms: psychological and physical. The physical symptoms are specified to the acts that caused them. Excessive use in offensive magic or status boosting items may lead to early athritis, for example. Psychological affects are more related to the situation than the usage. See Post-Traumatic Stress syndrome.
MIAR: Stands for Mental Intensity Aptitude Resistance. A term used when training persons to forego prolonged periods of extreme stress with lessened temporary and permanent damage. High-training military personnel are most often subjected to this training for a number of years. It usually involves identifying stressors and rationalizing morally questionable circumstances to ensure a greater aptitude for following orders.
Garden: A neutral military academy falling outside government jurisdictions. Gardens offer a foundation of education, physical prominence, and warfare training. They are ranked thusly:
Junior Cadets: Cadets come into Garden between the ages of 8-11. According to ability, not age, they are segregated into separate groups based on individual merits. The curriculum focuses on laying down a groundwork of regular exercise, balance and coordination, science, communications, and languages. All junior cadets are required to learn two other languages, these languages are selected by the group as a whole and are taught for functionality, not fluency. Junior Cadets become cadets once they pass certain written exams proving that they are ready to move beyond academics-based education to field training and independent study.
Cadets: Those who have passed the written exam. They are grouped in a loosely cohesive core class by name. These classes focus on loose guidance to lead the cadet on their training. Cadets are given a wide variety of choices for assignments to perform. Based on their performance on and choice of assignments, the instructor will enroll them in training programs. In this way cadets can move gracefully and with ease into their most suited roles within Garden. The instructor's guidance plays a vital part often times with students who cannot find their own strengths.
SeeD: SeeDs have attained the full entitlement of their years of education. Those who become SeeDs have passed a strenuous real life exam that has proven that they are capable of dangerous situations. Once one is a SeeD, even at the lowest level, they are a better trained soldier than most people ever attain in regular government militaries.
Guardian Forces (sub-section: junctioning): Spiritual forces can be bound to one's own spirit to call forth another power into this dimension. Along with this juncture comes boosted abilities borrowed from the other creature, as well as the ability to junction it non-physical forces, such as magic, to add power to this boosting.
Recent events have brought side-effects of junctioning to light. Loss of memories is the first and most evident symptom. Other recorded, lesser symptoms have included change in hair color, causing electronics to malfunction, troubled sleep, loss of eye vision (single, extreme case). It is theorized that the Guardian Forces cannot exist in much presence within this dimension, so there must be a power source to supply them. Symptoms have all included loss of some form of cerebral function that cannot be measured except by objectivity. Thusly, it seems that they require thoughts, feelings, or dreams to subside on. In this way of thinking, magic gives them the power to exist much more within the dimension, giving them the greater opportunity to keep their host, the junctioner, alive so that he may summon them.
The night after Seifer had arrived at his house.
And Zell was thinking a lot about fall-in. He thought about it mostly in the context that it had changed him. Could he even think like himself as he would before? Had he grown or had he been warped. At least before he had felt more keenly than he did know. He had known pain and intense joy. He whooped and cried and hollered. Now he just felt like he just sat there many times, watching people pass by.
Some people had commented that he was more silent than usual. They said he had 'matured' that he was a new person...but they were civilians and junior cadets. They didn't understand what it was that they had gone through. That you never said those things to a person who had to be treated for 2 weeks for fall-in. It had been pounded into their heads that you had to understand that all that magic and otherworldly shit didn't just heal you, it warped you. Just like if you had ever single hair yanked out of your head so that it wouldn't grow back, and you used a mystical healing agent, your hair may have a greenish tint. Or the front end of your head would grow at eight times the pace as the back of your head. Or something freaky like that.
Not to say that everyone who ever did that shit had those results. Some people were fine, like Quistis for example. She admitted to the occassional nightmare or phantom monster, but she hadn't changed in any unexplainable way. Not much. She was Quistis and could draw a clear line from who she was to who she was now.
Selphie, on the other hand, hadn't fared as well. Losing Trabia had cost her and after Fall-in, she was different. She was still wild, and cute. But she was wild and cute in a different way. She stopped trying to get people to join events she was planning and started trying to get people to go to this or that exotic location with her. She started saving money and vacationing. She was still a SeeD, but was now working a desk job. She had girlfriends that had never known her before she had gone on this trip. That was real fall-in. She just wasn't who she was before. No explanations, no reasons or cares. She acted like she barely knew Squall.
Actually, wait, everyone barely knew Squall. Besides, it wasn't good to think about Selphie. Quistis and Irvine were right that she was happier than she had been. The Fall-in had separated her, as a person, from the events that had happened. She remembered them, but they didn't fit in. She was free to stop feeling the pain of what had happened for the rest of her life.
She was free. to stop feeling the pain. of her life before. for the rest of her life.
Shit. Guess he hadn't gotten fall-in after all.
---
I wanted to cover some of what had changed Zell the 2 years since Ultimecia's attack.
oh, and a little more suspense never hurt anyone.
without a heart condition.
or with child.
if those warning signs on roller coasters are to be believed, anyway.
Thanks to everyone who reviewed! I promise I'll try to make things extra juicy when they co-I mean, happen! xo
Fall-in: Term used to describe the condition incurred from a prolonged period of healing magic usage, offensive magic usage, healing agents intake, and Guardian Force junctioning. Usually occurrs 2-3 weeks after lapse in use. Symptoms may be fatal in extreme cases if not cared for properly. Short term symptoms include shakes, temporarly loss of memory (either selective or total), high fevers, nightmares, mood swings.
Long term symptoms take two forms: psychological and physical. The physical symptoms are specified to the acts that caused them. Excessive use in offensive magic or status boosting items may lead to early athritis, for example. Psychological affects are more related to the situation than the usage. See Post-Traumatic Stress syndrome.
MIAR: Stands for Mental Intensity Aptitude Resistance. A term used when training persons to forego prolonged periods of extreme stress with lessened temporary and permanent damage. High-training military personnel are most often subjected to this training for a number of years. It usually involves identifying stressors and rationalizing morally questionable circumstances to ensure a greater aptitude for following orders.
Garden: A neutral military academy falling outside government jurisdictions. Gardens offer a foundation of education, physical prominence, and warfare training. They are ranked thusly:
Junior Cadets: Cadets come into Garden between the ages of 8-11. According to ability, not age, they are segregated into separate groups based on individual merits. The curriculum focuses on laying down a groundwork of regular exercise, balance and coordination, science, communications, and languages. All junior cadets are required to learn two other languages, these languages are selected by the group as a whole and are taught for functionality, not fluency. Junior Cadets become cadets once they pass certain written exams proving that they are ready to move beyond academics-based education to field training and independent study.
Cadets: Those who have passed the written exam. They are grouped in a loosely cohesive core class by name. These classes focus on loose guidance to lead the cadet on their training. Cadets are given a wide variety of choices for assignments to perform. Based on their performance on and choice of assignments, the instructor will enroll them in training programs. In this way cadets can move gracefully and with ease into their most suited roles within Garden. The instructor's guidance plays a vital part often times with students who cannot find their own strengths.
SeeD: SeeDs have attained the full entitlement of their years of education. Those who become SeeDs have passed a strenuous real life exam that has proven that they are capable of dangerous situations. Once one is a SeeD, even at the lowest level, they are a better trained soldier than most people ever attain in regular government militaries.
Guardian Forces (sub-section: junctioning): Spiritual forces can be bound to one's own spirit to call forth another power into this dimension. Along with this juncture comes boosted abilities borrowed from the other creature, as well as the ability to junction it non-physical forces, such as magic, to add power to this boosting.
Recent events have brought side-effects of junctioning to light. Loss of memories is the first and most evident symptom. Other recorded, lesser symptoms have included change in hair color, causing electronics to malfunction, troubled sleep, loss of eye vision (single, extreme case). It is theorized that the Guardian Forces cannot exist in much presence within this dimension, so there must be a power source to supply them. Symptoms have all included loss of some form of cerebral function that cannot be measured except by objectivity. Thusly, it seems that they require thoughts, feelings, or dreams to subside on. In this way of thinking, magic gives them the power to exist much more within the dimension, giving them the greater opportunity to keep their host, the junctioner, alive so that he may summon them.
The night after Seifer had arrived at his house.
And Zell was thinking a lot about fall-in. He thought about it mostly in the context that it had changed him. Could he even think like himself as he would before? Had he grown or had he been warped. At least before he had felt more keenly than he did know. He had known pain and intense joy. He whooped and cried and hollered. Now he just felt like he just sat there many times, watching people pass by.
Some people had commented that he was more silent than usual. They said he had 'matured' that he was a new person...but they were civilians and junior cadets. They didn't understand what it was that they had gone through. That you never said those things to a person who had to be treated for 2 weeks for fall-in. It had been pounded into their heads that you had to understand that all that magic and otherworldly shit didn't just heal you, it warped you. Just like if you had ever single hair yanked out of your head so that it wouldn't grow back, and you used a mystical healing agent, your hair may have a greenish tint. Or the front end of your head would grow at eight times the pace as the back of your head. Or something freaky like that.
Not to say that everyone who ever did that shit had those results. Some people were fine, like Quistis for example. She admitted to the occassional nightmare or phantom monster, but she hadn't changed in any unexplainable way. Not much. She was Quistis and could draw a clear line from who she was to who she was now.
Selphie, on the other hand, hadn't fared as well. Losing Trabia had cost her and after Fall-in, she was different. She was still wild, and cute. But she was wild and cute in a different way. She stopped trying to get people to join events she was planning and started trying to get people to go to this or that exotic location with her. She started saving money and vacationing. She was still a SeeD, but was now working a desk job. She had girlfriends that had never known her before she had gone on this trip. That was real fall-in. She just wasn't who she was before. No explanations, no reasons or cares. She acted like she barely knew Squall.
Actually, wait, everyone barely knew Squall. Besides, it wasn't good to think about Selphie. Quistis and Irvine were right that she was happier than she had been. The Fall-in had separated her, as a person, from the events that had happened. She remembered them, but they didn't fit in. She was free to stop feeling the pain of what had happened for the rest of her life.
She was free. to stop feeling the pain. of her life before. for the rest of her life.
Shit. Guess he hadn't gotten fall-in after all.
---
I wanted to cover some of what had changed Zell the 2 years since Ultimecia's attack.
oh, and a little more suspense never hurt anyone.
without a heart condition.
or with child.
if those warning signs on roller coasters are to be believed, anyway.
Thanks to everyone who reviewed! I promise I'll try to make things extra juicy when they co-I mean, happen! xo
