OK IM SORRY! 10/24/2019 I'm finally done adjusting items and Pokémon and adding TMs... I even redid the map and added a couple more areas, but I'm done! Final draft! I super duper promise it'll be smooth sailing from here on out. Enjoy the official draft!

9/19/19 ...I'm sorry. Last time. I've been reworking the geography, and I actually drew a (crappy) map. Wish I could upload images as chapters so you could all see, even if I have no artistic talent XD

On your way to the next Kingdom, you begin to notice blue lights following you...or are they guiding you? Mist creeps in as you stumble into a clearing where you're surrounded by eight large boulders. You hear a voice nearby, muttering about being lost.

Your Rival notices you and panics. "Lost? I'm not lost. I know exactly where I am!" They send out Grubbin, which now knows Acrobatics. You squish it, and they send out Bergmite. You melt it down, and they send out their second stage starter. When you defeat it, they send out their brand new Ponyta. It's fast, but not fast enough. You, of course, win the battle. "I don't need your help. I know the way." Princess/Charming runs off, back in the direction from where you came.

You look around at the boulders, creating a circle around you. The blue lights disorient you in the mist.

"I'm late! I'm late!" a voice says, cutting through the haze.

A young woman with wild curly hair bursts into the clearing on her Ground draft horse Mudsdale, Mudbray's evolution. She stops short, Mudsdale rearing up upon spotting you. "Ay! Almost trampled you, I did. Who might you be?" she asks in a thick Scottish accent. You introduce yourself. "I see," she says. "I'm Merida of Dun Broch. Are you here for the Highland Games?"

You can blindly say yes, or ask what they are. If you ask, she'll explain they have an annual competition between the clans, and she's late for her favorite sport: archery. "Hop on, I'll give you a ride over."

You arrive in Dun Broch where the Games are in full swing. If you take the time to talk to all of the subjects, you'll notice they're all particularly superstitious. They speak of blue tongues of fire that either lead people astray or towards their destiny, depending on who you ask. Some also speak of a legendary evil bear. All warn you not to linger in the surrounding forest. Some say there is a rare, magnificent sword somewhere out there, plunged into a stone, but even if one were to find it, you wouldn't be able to pull it out of its prison. Supposedly, it's been there for centuries but none have been worthy to pull it from the stone.

Speaking to King Fergus, after a long winded tale of how he lost his leg to the evil bear, Mor'du, earns you the Payback TM. If you interact with Merida's younger brothers, you will enter a mini game where you must find all three triplets. When you've rounded them all up, you're rewarded with an Experience Share. Additional plays earn you Rare Candies.

You restock, heal, and join the games. When it is your turn to shoot, you are called forward. You nock an arrow and line up your shot. To release, the Player must watch a gauge and press A at just the right moment for a bull's-eye. If you're too far from the center, someone will challenge you to a Pokémon Battle. They will either have Mudbray, the Psychic/Fairy Kirlia, or the Normal/Fighting bear Stufful. Once you make a bull's-eye, Merida appears.

"You're quite the marksman. Let's see how you do against the best."

You hadn't even realized that she was a Gym Leader! Princess Merida sends out Litwick. Take care not to make contact with it, or your Pokémon will get burned. She then sends out Tangela, equipped with Poison Powder, Sleep Powder, Confusion and Vine Whip. You cut it into a thousand useless pieces, and she sends out Mudsdale. Between its Stamina Ability and it's Iron Defense move, you're going to have a tough time taking it down. In between hits, keep in mind that he packs a wallop back at you. Eventually, you put that Ground horse six feet under. Lastly, Merida sends out Ursaring. Its already insane Attack is boosted if his health gets low, thanks to his Guts Ability. You finally take him down, claiming your victory amidst cheers.

"You're really strong!" She removes your arrow from the target, breaks off the tip, and hands you the arrowhead. "Take this as a token of your victory," she adds, handing over the Focus Blast TM.

You put it in your Treasure Pocket and heal after that grueling match. When you've explored the castle grounds, collecting a Focus Band and the Bulk Up TM, you return to the strange rock formation. Since you are no longer on Merida's Mudsdale, you can be jumped by Litwick and Kirlia's pre-evolution Ralts. When you find the clearing again, you'll find the Will-o-Wisp TM in the center.

You stand in the middle of the eight rocks, coming from Dun Broch in the Southeast. Directly across is the way back to Corona. The two Northernmost paths both result in dead ends, one with a blocked cave and the Rock Tomb TM, the other with the Safeguard TM and a sword stuck in a stone. A ray of sunlight seems to hold its place, illuminating the golden hilt. Try as hard as you want (by repeatedly pressing B), but you won't be able to pull the sword out until you're worthy.

The path just south of the Corona trail leads to an area full of tall grass with all the Pokemon of Dun Broch: Mudbray, Teddiursa, Stufful, Vulpix, and Ralts. You can also find a Rocky Helmet and the Frustration TM. There is a random chance that there will be a small hut in this field. When you enter, no one will be inside, but you can take some items from the table and shelves like a Revive, a Potion, and an Energy Root.

The path next to that one leads directly South to a lake. With your Old Rod, you can only hook Finneon. You can come back later once you have the Good Rod and get its evolution, Lumineon. Find the Super Rod, and you might even hook a Lapras! Next to the lake, you can find the Zoom Lens. Litwick and the Grass/Fairy bioluminescent mushroom will jump out at you from time to time.

The path between the lake's and the one leading back to Dun Broch has a wild Stufful waiting to attack! He's strong for a little guy, but runs away when you beat him. Further down that path are some ruins. You look around, but it seems as if it's been abandoned for decades. The structure has crumbled beyond recognition. You enter and search the dusty rubble, finding a Moonstone and the Smack Down TM. Just as you're about to leave, a giant Bewear appears! (Stufful's evolution) It's Mor'du! It's level 50, much stronger than the Pokemon you've been fighting. If you focus on strategy, you can take him down. When it faints and flees, it drops a Big
Mushroom. You pocket it and return to the rock formation again. The final path has a Litwick marking it, leading you to the next Kingdom.

As you travel away from the rocks, the mist, and the glowing blue lights, the sun comes out again. You traverse the barren dirt path until you come upon a man trying to set up a colorful tent. He'll notice you passing by and stop you.

"You! You look like a strong young Trainer! Would you mind helping me out? I need help pitching this tent." You can say yes and help him, or say no. Either way, it ends in a battle.

Ringmaster Max sends out the Psychic/Fairy Mr. Mime. With his signature Attack Mimic, he can copy whatever move your Pokémon just used. It makes the fight unpredictable, but of course you take down the clown. Next, he sends out the Normal rat Raticate. It'll take a bite out of your team with Crunch and Hyper Fang. You take it down, and he replaces it with Honchkrow, equipped with Wing Attack, Night Shade, Assurance, and Taunt. You swat down the crow, and he sends out his last Pokemon, the Ground armored elephant Donphan. It just learned Magnitude, which can be unpredictable. Hang on, and you defeat Ringmaster Max!

"Not bad, kid," he says. "Listen, here's a ticket to come to the show any time once I'm done setting up. Come by, and maybe we can have another match for the crowd." You take the circus ticket and continue on your way to the next Kingdom!