heleentje: (gem beasts)
heleentje ([personal profile] heleentje) wrote2009-06-14 05:44 pm

Yu-Gi-Oh GX - Shatter (2/8)

Series Title: Shatter
Chapter Title: De Pace (about peace)
Author: Heleentje
Fandom: Yu-Gi-Oh GX
Rating: K for this part, T overall
Characters: Gem Beasts, Johan
Word Count: 905
Warnings/spoilers: spiritshipping-if-you-squint, spoilers for season three and four
Disclaimer: I do not own Yu-Gi-Oh GX or any of its characters


Chapter 2: De Pace

The months following their creation are hectic. The first three weeks are spent getting to know each other, because even though they were a family from the very start, there’s still so much to learn.

 

This period is far from calm, there are too many things to see and too many stories to tell to even consider resting. They do not mind. They’re spirit’s after all, they don’t need to sleep.

 

All the while, they’re being researched. Their cards have finally been designed and  approved (it takes a team of several highly specialized designers more than a week to create the right image), and their effects have been thoroughly investigated. Now they finally get a place to rest, but they still don’t need it and only retreat to their respective cards when travelling. Nonetheless, they appreciate the gesture and recognize that it will help them in their search.

 

Because now is the time to start looking for the rest of their family. The scientists assure them that the dragon will be created the instant they find the tablet, but the boy…

 

They don’t know where he is. Even though their bond is already present, it’s too weak to pinpoint his location. They only know that the person they’re looking for is a boy, and that he’s young. So they start searching. They’re taken to tournaments all over the world, in the hope that one of the duelists participating will trigger a reaction. Hundreds of duelists, some good, some bad, but none of them the person they’re looking for.

 

Instead, they see the stories. There’s the story of the boy who wins  his duel with his favorite monster (a Feral Imp), even though his opponent mocked him during the previous turn. The boy is ecstatic, and they can see the Feral Imp next to him, jumping up and down in unadultered glee and looking up at its owner with devotion shining in its eyes. And maybe it’s because of their presence in the hall (they are said to create miracles, after all), but right there and then, the boy catches the first glimpse of his Spirit and all the other spirits surrounding them all.

 

They also see the sad stories. Like the story of the girl who loses in the final match, and throws the monster she holds responsible on the ground, before  running towards the exit. The monster, Eria the Water Charmer (who in the end wasn’t responsible for the loss at all), watches her disappear with tears streaming down her face, and Amethyst Cat, enraged, jumps in front of the girl in an attempt to confront her. But it’s no use, the girl can’t see spirits and doesn’t care about the orphaned Water Charmer.

Ruby floats over to her and attempts to console her, but nothing works, she’s crying her heart out and even her familiar, the little Gigobyte with whom she shares such a close bond, can’t help her.

 

But in the end, everything turns out all right. One of the spectators, a little girl, runs towards the stage (subtly nudged by Sapphire Pegasus and Emerald Turtle) and picks up the abandoned card. She smiles, delighted, and takes out three other cards. And suddenly three new spirits appear, three Charmers. Aussa the Earth Charmer and Wynn the Wind Charmer hug Eria, and Hiita the Fire Charmer twirls her staff and shoots a blast of fire at Eria’s former owner. It doesn’t affect her, of course, but it makes them all laugh. Eria the Water Charmer smiles and thanks Ruby, before disappearing with the other Charmers as the little girl leaves the stage.

 

They’re glad to see her go, but now they’re sad as well because the boy they’re looking for still hasn’t appeared, and even though they knew it wouldn’t be easy, it still hurts to wait this long.

 

They witness eight more tournaments before they arrive at the right place. All the while, the news of their creation spreads like wildfire, and several powerful duelists and influential groups (Manjoume, they hear, and Senrigan) try to buy them. They’re prepared to pay millions of dollars, but every offer gets declined. They’re not the right people, only one person has the right to own their cards.

And then they arrive in Europe, and they know the wait is over. The moment they enter the tournament hall, they can feel the boy. They find him soon after. He’s young, like they had predicted. He’s still studying and new to the circuit, but he’s creative and caring. This boy, Johan Andersen, is the person they’ve been looking for.

 

He wins the tournament in the end, but even if he hadn’t won it, it wouldn’t have mattered (It just makes it easier to give him the cards). He is led towards the room where they have been placed after the end of the tournament, and they can sense his curiosity, but also his anxiety. He’s not new to seeing spirits (he’s been able to see them all his life), but he’s felt the tug of their bond as well, and he’s wondered what it meant.

But when they all appear in front of him, one by one, his anxiety quickly transforms into amazement, and he stares at them with wide eyes. Ruby, never one for formalities (None of them are, actually), curls around his shoulders immediately, and he smiles. They all smile.

 

Their family is almost complete.


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