Integration Notes

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"The choices we make in life have unlimited possibilities. All I can do is think about them."

--Unknown

The following file contains a brief explanation of the major changes that have been made to themes as they were integrated into the world of Dream Chasers. In conjunction with our primer, it provides a good understanding of the universe in which you will be playing.

Changes to canon are inevitable in a multitheme game. As soon as you try to stitch together several different stories into a coherent narrative, you will have to make adjustments. Some of them (like the world map) will be obvious. Others (like the backstory) you will have to discover over time. And a few of them are carefully planned surprises, which we're saving for the right moment.

Our philosophy when making changes to original canon has been to ask the following questions:

  • Is the change necessary to prevent a major contradiction with other themes?
  • Does the change help create a better, more smoothly told story?
  • Can we make the change while preserving what makes the original theme fun?
  • Is the change as minor as we can make it and still achieve our desired effect?

If the answer to these questions is "yes," we make the change. Some of these decisions will be controversial. If they prevent you from playing here, we're sorry you won't be joining us. But we hope the majority of you will be willing to try us out, and experience the world we've built for you to enjoy.

Finally, we are detailing the starting point for each theme. This covers what has happened so far, in a way that is (unless otherwise noted) like the canon events. Typically, this will be arranged to meet two criteria. First, we will start most themes early in their stories. Second, we will usually want the main party members to know each other and be together. Some characters who join later will be exceptions.

Final Fantasy X + Final Fantasy X-2

Situation at Start of Chapter 2

The continent and associated islands that make up Spira rest far to the east of known Lunar, across an ocean from Meribus and Glenwood both, well outside of Althena’s Barrier. Life, civilization, and culture there are dominated by the titanic monster called Sin, whose rampages across this entire part of Lunar have been ongoing for a thousand years with only brief reprieves known to the weary people as the Calms. Spira is dominated by the ruins, and cities shattered by Sin are abandoned to be ruins or built over constantly. Only a few cities, such as those with the temples and Luca, are large and persistent.

The spiritual guide of (most of) the peoples of Spira, Yevon claims that Sin is a punishment given forth for the hubris of ancient peoples in their use of ‘machina’, great machines, and under Sin’s reign no attempt at recapturing that glory has yet been successful on any large scale. Yevon represents the only hope of the people; if they believe, and repent their sins, one day they may be spared Sin’s ravages by way of the Summoners, who pilgrimage between Yevon's Temples, seeking to reach lost Zanarkand, great metropolis of the north, and there gain the power to challenge Sin and see if now, finally, Spira has atoned.

Spira is not entirely united, however. While the Ronso of Mount Gagazet in the north and, as of recently, the mysterious Guado whose city sits on the gates to the Farplane largely count themselves among the peoples of Yevon, the scattered Al Bhed do not. The Al Bhed have long been scorned by Yevon and have come to scorn it in turn, instead relying on rationality, loyalty to one another, and ancient machina they recover and restore.

Spira is roamed by Fiends, the unquiet dead that were denied their proper funerary rites and now become with hatred for the living. The strange lights that give rise to these Fiends and to the Aeons summoned forth by the faithful of Yevon all bear the scent of the distant Farplane, and are the most visible way in which Spira differs from the rest of Lunar. An age of different development means that outsiders will find much that doesn’t match with what they’ve known... if visitors themselves can survive the ravages of Sin for long enough to learn.

Specific Changes and Notes

  • Final Fantasy X occurs on Lunar, set beyond Althena's Boundary.
  • The origins of Bevelle and Zanarkand will be different.
  • The origins of the Al Bhed will be very different.
  • The Farplane is not the afterlife for the entire game.
  • The supplementary material published in Japan, set after FFX and FFX-2, is not canon and unlikely to be represented. You can use it to fill in blanks, but staff may (unknowingly) contradict it.
  • The inclusion of Final Fantasy X in no way implies that other Final Fantasies outside of FFX-2 are integrated, not even Final Fantasy 7 via that one fan theory. Shinra’s just a kid.
  • Magic on Spira operates on the same rules as those for other Lunar-born characters, i.e., characters have access to either White or Black magic, not both, and generally specialize in a few elements. Lulu, who has access to four elements, is a rare prodigy, which helps explain why three different Summoners sought out her services as a Guardian.
  • White Magic is a codified and structured craft relying on the Blessing of Althena, which is obviously not called as such in the lands of Yevon. It is usually referred to as prayers, if it’s referred to at all. Despite the religious themes, untrained white mages can and do exist.
  • Black Magic is not widely practiced in Spira, both because of a lack of formal schools (such as Vane or Neo-Vane) and a cultural bias toward temple service. To be clear, black mages are considered rather inauspicious rather than forbidden. The premier black mages of Spira tend to be found among the Guado and the Al Bhed, both of whom have lived outside of Yevon’s teachings for centuries.
  • While Al Bhed possess the Blessing, the number of practicing mages among their people is comparatively low. This is mostly because the Al Bhed as a culture tend to view white and black magic and its trappings as a tool of Yevon, and exhibit a strong preference for technology and the arts of machina. Symbology, as a quasi-scientific discipline, is more common.
  • Summoning is independent from the Blessing of Althena, i.e., a Summoner can be either a Black or White mage... or not a mage at all.
  • The only Summoning tradition descends from ancient Zanarkand, relying upon the Fayth--statues that contain the souls of once-living people--and a Summoner’s relationship with same to bring forth a powerful ally known as an Aeon. The relationship between Summoner and Fayth determines the strength of the resultant Aeon; two Summoners might summon a very different form of the Aeon we know as Ifrit. (And yes, as per game, they can name the Aeon something different.) Notably, all PC Summoners must be trained by Yevon.
  • For reasons of plot progression, there are no active Summoners at this time who have access to a Final Aeon except for that one guy who knows what he did.
  • Additionally, there is another form of magic related to summoning known in particular to the Guado, which can coalesce fiends out of the ambient pyreflies in an area. This exists as per canon, but as a rule is reserved for antagonists for thematic and narrative reasons. (We don’t need Drifters summoning random encounters to deal with their enemies.)
  • Malevolence is exceedingly rare in Spira, to the degree that it is unheard of. It can enter Spira through the actions of newcomers, but will dissipate quickly without reinforcement. The mechanism that causes this will be revealed in time.
  • Some canon truths have been adjusted to fit the overall setting that are not listed here. Before you assume detailed knowledge of Spira’s past, please speak with staff.

Grandia

  • Grandia's characters are extremely fun and interesting, and it was judged they could be moved into a similar setting (i.e. this one) with little distortion of their arc. The reverse was not true. As a result, the Grandia cast is essentially transplanted into Filgaia.
  • The role of the Spirits has been replaced by the Guardians.
  • The Angelou/Icarian civilization did not exist; its role has essentially been replaced by the Zeboim. Because the Icarians did not exist, Feena and Leen are not descendants of their race. They have something else going on instead.
  • The city of Parm is Guild Galad's main port.
  • Gaia's origins and nature have been changed significantly. What is Gaia? Probably nothing to worry about.
  • Garlyle is an elite military force of Aveh, instead of an independent nation following a major disaster in Garlyle several years ago that destroyed much of the nation.
  • Starting Point: Justin has just prepared to set out on his journey. It is, broadly speaking, at the beginning of the game.
  • Effective January 28, 2021, this theme is retired; contact staff if you wish to apply from it.

Grandia II

  • The majority of the kingdoms in Grandia II have been merged into Filgaia. Cyrum is a part of the Elru continent and has been heavily damaged by recent events there, with its people and royal family driven into exile in Adlehyde. Grail Mountain and Garlan Village are in the rural provinces of Adelhyde.
  • The Church of Granas formed five hundred years ago, shortly after the day of Collapse. It is related to the Ethos, is a monastic order within the Granas Church. The Granas faith is ruled by its Pope, who may also be the head of the Ethos depending on current church politics.
  • Geohounds are a class of mercenary drifters and adventurers who tend to be seen as rougher and less dependable than those sanctioned by the Adventurer's Guild and Ethos. Generally Geohounds are seen as willing to do anything for money, from bodyguard work to authorized banditry.
  • Starting Point: Just prior to Elena's ceremony to defeat the Wings of Valmar.

Gun x Sword

Situation at Start of Chapter 2

The Clawed Man leads an elite unit within Odessa, having originally risen to prominence during the Slayheim Liberation War. His past crimes have earned the ire of Van of the Dawn, Ray Lundgren, and others who were wronged by them. This conflict involve the seven Sky Armors, a series of mysterious Gears which are known to appear mysteriously from the heavens under the command of skilled and determined individuals, but whose origin remains a mystery even to their pilots.

Specific Changes and Notes

  • Much like Grandia, Gun x Sword's characters have been transported to Filgaia wholesale. Many details of the world have been changed as needed to play those characters here.
  • The Original Seven Armors are instead known as the Sky Armors in Aquvy - their nature and origins are a mystery, with the only known facts being that they can be called from the sky by their pilots, and ultimately return there when their battle is complete.
  • Armors in general are adapted into Gears on Dream Chasers, although the term ‘Armor’ does pop up in regards to some unusual machines salvaged from underwater ruins around Aquvy.
  • The Clawed Man’s organization is much smaller on Dream Chasers, and is part of Odessa rather than an independent force.
  • In general, Gun x Sword is a tertiary theme. It is available to be applied for, but staff are unlikely to run its plot to completion and will leave that to a cast. Its antagonists may be used for boss fights at staff discretion.
  • Effective January 28, 2021, this theme is retired; contact staff if you wish to apply from it.

Lunar 2: Eternal Blue

  • The origins of life on Lunar have been changed slightly.
  • Filgaia is the Blue Star; it is not (yet) a desolate wasteland without life.
  • Elves on both Filgaia and Lunar descend from common ancestry.
  • The identity of the Magic Emperor is not known.
  • The events of Lunar: Silver Star occurred in the past, but certain elements may be different.
  • Starting Point: The characters just met Lemina Ausa, who offered them a magic carpet ride. Unfortunately, her discount flying carpet failed just as unfortunate souls from Lunar were beamed down to Filgaia.

Legend of Zelda: Wind Waker

Situation at Start of Chapter 2

In the world of Dream Chasers, the “Great Sea” and the islands found within it are contained entirely within the oceans in the centre of the Aquvy archipelago. These islands are populated by small villages whose inhabitants tend to keep to themselves, and have remained studiously uninvolved with respect to the major events in the region. Aquvy’s major powers generally consider them to be a bunch of flyspeck islands filled with hunter-gatherer tribes, and hardly worth the bother. This dismissive attitude has carried over to most merchant traders, who have given the region a rather unflattering nickname - the Deku Isles.

The Deku Isles are really only noteworthy for three reasons. First, more than half of the population are elves, a percentage that reaches 100% on some of the smaller islands. The second is a (comparatively) large, heavily-forested island referred to as the Forgotten Island. All attempts to make landfall on the island have been unsuccessful - massive wind gusts have threatened to wreck any ship coming too close.

The third is an island known as Death Mountain, which is occupied by a winged race of Beastmen. People generally don’t go there either, because a place called Death Mountain doesn’t get many tourists.

Specific Changes and Notes

  • The Great Sea is one region of Filgaia, rather than the entirety. It is located in Aquvy.
  • The Hylians from Wind Waker are elves on Dream Chasers.
  • Tetra’s pirates are in operation primarily around the Deku Isles, occasionally striking into other parts of Aquvy.
  • Aquvy, broadly, can be assumed to have monsters and races from Legend of Zelda, with the exception of the Gerudo (who are extinct, as far as anyone knows). Note that some things that served Ganondorf exclusively may have been rare, or even nonexistent, until very recently.
  • Events from previous Zelda games may have happened in the past, but happened very differently. It is strongly suggested to not make any assumptions. These legends are unknown by the vast majority of characters, save those who lived them.

Megaman Legends

Situation at Start of Chapter 2

Of all the ruins of many lost civilizations across Filgaia, some of the most lucrative are buried beneath the seas of Aquvy. Sealed bunkers from the Zeboim era, many patrolled by still-functioning machines called Reaverbots, have survived even the cold and the damp of the sea, and the devastation that sunk that mighty civilization besides. Many secrets lie beneath Aquvy's waves, and the Diggers of Aquvy, so-named for the central guild that governs them, are eager to lay them bare. Because of these ruins, Diggers in the Aquvy region frequently have access to advanced travel technology like airships that'd be difficult to keep maintained in Ignas.

Most valuable of all, and in some Diggers' eyes their only real job, is the location and recovery of Quantum Refractors. Powerful energy sources from the Zeboim era, Refractors power much of the salvaged technology that makes Aquvy the technological marvel it is. So useful and powerful are refractors that even chips from central Refractor cores contain valuable amounts of power, and such chips are frequently used as an informal currency among Aquvy's Diggers, called the Zenny. Every Digger in Aquvy seeks these refractors hungrily, and every one of them whispers of the biggest find of them all: The Mother Lode, a mythical Refractor said to hold such power and value that it could power the whole world for centuries, or make a Digger rich beyond their wildest dreams - depending on which one the current teller finds more interesting.

There are several islands of note in the Aquvy regions that the Digger Guild protects. One, Kattelox Island, is home to a massive Dig site, a multi-layered ruin whose endless trickle of Diggers keeps the local town thriving. Kattelox is rumored to be struck by devastation every hundred years or so... a timer that is almost up. The other, Forbidden Island, is a mysterious place to which no Digger has ever successfully gone - the whole island covered by a seemingly perpetual storm...

Specific Changes and Notes

  • Nino Island, Ryship Island, and Kattelox Island are all situated in the Great Sea Region near Aquvy.
  • Megaman Legends' inclusion does not imply that every other Megaman theme is integrated. Some pieces from non-Legends games and series may be included where staff deems it appropriate, but this is exclusively at the discretion of staff.
  • Robots from ancient eras may be applied for; there were artificial intelligences akin to (and called) Reploids in the Zeboim era, but very few have survived. Most that did were destroyed during the Metal Demon Wars. Memories should be limited and have degraded with time.
  • The general 1990s-ish technological level of Megaman Legends is not present. General technology is enough above that of Ignas to support island cities connected by shipping. Diggers do have access to higher technology like cars, airships, and radio, but it should not be simple to find or maintain. Motor vehicles powered by refractors are common enough to own but are mostly a tool for Diggers and others who may have to carry large amounts at once; they are poor for traveling long distances. Similarly, although airships are more common than on Ignas, they are still typically only owned by the very wealthy or well-connected. Civilian-use televisions do not exist.
  • Radio is powered by Empathite and Telepath Towers, rather than, you know, physics.
  • The Flutter is coasting into Kattelox Island near the start of the chapter.
  • Per chronology, the Misadventures of Tron Bonne has already occurred.
  • The Master System has undergone major revisions.
  • Carbons do not, as a term, exist. The characters of Megaman Legends are humans in Filgaia terms. However, the idea of Carbons and those themes may surface in other ways.
  • The history of Megaman Trigger is very different.

Star Ocean

  • The Pangalactic Federation has been around much, much longer than in the source material (about 10,000 years as opposed to a few hundred).
  • Details on human interactions with alien races have been added or expanded for flavour.
  • The universe is not actually a gigantic MMO created by the laziest civilization in history.
  • Symbology is the "universal sorcery" -- characters from any origin may practice it.
  • Starting Point: Claude and Rena's group have begun their investigation of the Sorcery Globe, and most of the events leading up to the Lacour Tournament of Arms have already taken place.

Tales of Zestiria and Berseria

  • Seraphim have an origin similar to the Four Dragons of Lunar -- they are simultaneously powered by, and manifestations of, the Blessing of Althena.
  • The Church in Rolance and Hyland is part of the Church of Althena.
  • Humans in Tales of Zestiria can use Lunar's magic system. The administration will let the first players of Rose, Alisha, and other human characters choose their element.
  • Hellions work differently. Regular humans and Seraphim can kill Hellions, and Hellions can appear monstrous to regular humans and Seraphim at their leisure (but intelligent ones can hide their nature).
  • Additionally, achieving the resonance to see Seraphim is easy for player characters. You can assume most played characters -- if they can't from the beginning -- can see a Seraphim reasonably quickly.
  • Tales of Berseria is integrated in the MUSH's history. Some details from that game have changed accordingly.
  • Starting Point: Shepherd Sorey, Alisha Diphda, and their entourage have just set out for Marlind. They are pulled down to Filgaia prior to their arrival. Rose and the Scattered Bones are pulled down separately.

Trigun

  • The exact origins of Vash and Knives are per the manga, with adaptations necessary to make them fit the MUSH's theme.
  • A single character design has been chosen for each of the Gung-Ho Guns. Refer to individual +fingers for details.
  • The Seed cities all exist in the Badland region in the west of Ignas.
  • Characters who live in the Seed cities practice Symbology and other forms of sorcery; these practices are not unknown to them.
  • Thanks to the Law of Conservation of Cowboy Priests, Nicholas D. Wolfwood, Livio the Double Fang and Chapel the Evergreen are all members of the Ethos.
  • Starting Point: Trigun begins at, roughly, the start of the manga and anime.

Xenogears

  • Many of the details involving the origins of life on Filgaia have been changed.
  • Miang Hawwa's background has also been changed, but she remains as much of a completely ordinary and loyal human as she was in canon.
  • Animus is not a concept in the Dream Chasers universe -- Anima Relics are still important, but for another reason.
  • Anyone originating from Filgaia who was not born in Shevat, or a first-class Solarian citizen has a Limiter. There are only a few exceptions, generally restricted to people who arrived from off-planet (like Vash or Knives).
  • Xenogears Perfect Works is a wonderful resource, but its details should not be taken as gospel. Intending to use minute details from Perfect Works is a recipe for confusion.
  • Starting Point: Lahan Village was destroyed two weeks ago. Fei and Citan made their way towards Adlehyde, instead of out into the forest. Whether Fei and Elly have had that fateful first meeting is at the discretion of their players. The other characters are at their respective starting points.

Wild ARMs 1/Wild ARMs: Alter Code F

  • It's Holmcross, not Homunculus. Those are something else.
  • Some character names have been changed because the translation was, frankly, bad. Others were not, because they were felt to be iconic. This occurred at the whim of the administration!
  • The exact details of the Metal Demon War and their involvement in Filgaia's history is different (and expanded) from the game.
  • Starting Point: The very beginning of the game. The characters are initially separated, but like many other adventurers, come to Adlehyde ahead of the Ancient Culture Exhibition.

Wild ARMs 2

Situation at Start of Chapter 2

A peace in Aquvy is shattered by the survivors of the civil war in the destroyed nation of Slayheim: an army known as Odessa declares war against the prosperous kingdoms of Meria Boule, Sylvaland, and Guild Galad after they stood by when Celesti and Slayheim self-destructed. Odessa promises to put the heroes and soldiers who fight to protect others in control of their own destinies and world, led by the dangerous and charismatic Vinsfeld Rhadamanthus.

To stand against this danger, a multinational task force is created by the Merian nobleman and descendant of a legendary hero: the Advanced Reconnaissance Mission Squad (ARMS). ARMS employs an elite group of Drifters, soldiers, mages, and others hired directly into the service of its founder, Irving Vold Valeria.

The world is the stage for this duel in the shadows of politics and the hearts of the people. However, a deeper threat lay beyond that: powerful beings who pose a danger to the entire world, and fell powers that are poorly understand.

Specific Changes and Notes

  • The nations of Meria Boule, Sylvaland, and Guild Galad are on the Aquvy Continent.
  • The ruins of Slayheim are situated on the Elru continent.
  • The "demons" of Wild ARMs 2 are typically not called that. Lord Blazer is something else; his servants might be called demons by some, but it is widely known and understood that said demons have no relationship with Hyades.
  • Odessa is a broader coalition than in the game. Vinsfeld is its leader, but he has made alliances with Ganondorf Dragmire, Brionac, and the Prophets; people working for them are also in Odessa, and Odessa's armies include Moblins with shotguns. Additionally, the Claw Man is one of Vinsfeld's top lieutenants.
  • Sielje Academy teaches both Crest Sorcery and Symbology. It is the best university on Filgaia.
  • The Aquvy Baskar are a related culture, but have vastly different beliefs. The Ignasian Baskar emphasize a partnership between Guardian and human, where humans are the junior partners. Aquvy Baskar think that sacrifice is the path to salvation.
  • The exact metaphysical details of the Kuiper Belt, Lord Blazer, and other factors may differ considerably than the games. They are also not terribly relevant to the plot of Wild ARMs 2 Disc 1.
  • Anastasia Valeria died 5,000 years ago. She is venerated in Granasian churches in Aquvy as the "Sword Magess," a legendary saint-like figure. The truth, of course, is more complicated.
  • Chapter 2 will start after the main party has gathered, and ARMS is moving to stop Vinsfeld's opening gambit. Vinsfeld has not made his big speech.

Wild ARMs 3

  • The towns and locations in WA3 are mostly set in the badlands on Ignas. However, this isn't necessarily exclusive.
  • The origins of the Metal Demons matches that of Wild ARMs 1/Alter Code: F. They aren't from a digital world. However, elements of that integration will be incorporated.
  • Beatrice's origin and nature is considerably different.
  • Starting Point: Because elements of Wild ARMs 3 work best after some parts of Wild ARMs 1 have been run, we are letting its characters start at their respective beginnings. Chapter 1 of Wild ARMs 3 can be expected to take a while, because Siegfried is quite alive and there aren't pieces of the Dark Spear to chase down yet. These details may be renegotiated with a Wild ARMs 3 cast.

Wild ARMs 4

Situation at Start of Chapter 2

The Republic of Celesti collapsed nine years ago, after a twenty-year-long civil war that left the northern half of Graden Island in ruins. Most of its surviving citizens emigrated to Guild Galad, or the St. Heim Papal State, leaving only scattered settlements behind.

The war might be over, but not all of Celesti's soldiers have stopped fighting. Many have joined Odessa in the wake of its formation, including the members of Brionac, an elite special-forces unit that once served the Congressional Knights. Led by the charismatic officer Lambda Zellweger, Brionac seeks out weapons and technologies that could endanger Filgaia. Foremost among these are several Zeboim-era ARMs excavated by Celesti before its destruction. Utilizing an esoteric science called "nanotechnology", these devices can only be operated by people with rare genetic sequences, and their raw power makes them a threat to Odessa and its plans.

A shame, then, that one has found its way into the hands of a young man with both the talent necessary to wield it, and no idea what he's gotten himself into.

Specific Changes and Notes

  • The locations featured in the game are located on the continent of Aquvy.
  • The Global Union was renamed to the Aquvy Union.
  • The Congressional Knights and Aquvy Union were both factions of the kingdom of Celesti, which split apart in a civil war several decades ago. Both of them had significant interaction with other nations in Aquvy and Elru.
  • The ARMs shown in the game weren't created during the war, but were instead unearthed from the sunken ruins of Zeboim.
  • Though Aquvy's ecosystem contains nanites of uncertain origin, they can't form Guardian Programs. Instead, Yulie has a rapport with the Guardians in addition to being an artificial Gene Driver.
  • The conflict between the Congressional Knights and the Global Union has been reworked so that it makes sense in Filgaia. Rather than being an apocalyptic world war, it was a violent civil war that tore apart a nation.
  • Prior to its destruction, Celesti was about as technologically-advanced as Meria Boule or Slayheim--roughly comparable to late 19th century. More advanced ARMs, such as the Land Gears, Kresnik's motorcycle or the Eulalia flying fortress, were excavated during the war.
  • Brionac has more than eleven members. It's primary goal is to retrieve and control Zeboim-era ARMs, as well as other any other weapons that must remain in responsible hands. While officially aligned with Odessa, Brionac may serve other masters as well.
  • The nanomachine ARMs featured in Wild ARMs 4 were retrieved by Celesti from the sunken ruins of Zeboim. These ARMs are secured with powerful genetic locks, which only Gene Drivers may bypass. To everyone else, they're piles of inert silver dust.
  • Jude Maverick is the only "natural" Gene Driver. Players may apply for artificial Gene Drivers as Original Characters.
  • The Guardians are elemental manifestations of Filgaia's lifeforce, not temporary nanotech constructs. Yulie's summoning works differently as a result; the exact details will be hashed out should she be applied for.
  • As Chapter 2 opens, Jude has escaped from Ciel Shelter and linked up with the other members of his party. Brionac is aware of their existence, and is actively pursuing them.

Wild ARMs 5

  • Ancestral Veruni: The nature of the moderate/radical division and resultant war has been changed to better integrate it with ancient civilizations of other themes.
  • The nature of the Hatred is considerably different from source material.
  • Veruni do not rule the entire world, but do control most of Elru and areas in both Ignas and Aquvy.
  • The nature of the ancient Veruni's fall is considerably different from source material.
  • Avril and the specifics of her time loop are vaguely different here than in-game. Applicants for Avril will receive information from staff as to her exact nature and details she would know as they become relevant.
  • As there are more Guardians in Dream Chasers than the six of Wild Arms 5, there are also more Original Mediums, one for each Guardian on the game; this is meant for interested OCs to find tie ins if they so desire. The original six (Sea, Sky, Sword, Moon, Mountain, Luck) still belong to the six main characters of the game.
  • Starting Point: Dean and Rebecca have left Capo Bronco with Avril Vent Fleur in tow; intent to find her lost memories and the origin behind the name "Johnny Appleseed," they head towards Adlehyde. Greg is still running around crushing Golems; Chuck is still running around chasing Greg; Carol is still being perpetually lost in dangerous ruins looking for the Professor.

Wild ARMs XF

  • The kingdom of Elesius is on the Elru continent. It interacted with many of the kingdoms from WA2 as a result.
  • Many details will change and be revealed when it opens for applications in Chapter 2.

See also...