Virtual Experience

No one knows how much time has passed outside the virtual world.

In Solvang, California, since the development of Elysium, founded by Ursula Von Der Leyen III, they have been the driving force leading man into better understanding technology.

Inside, technicians work daily as they monitor the Elysian Enclave Mk. IIs.

The project had evolved beyond a virtual experience; it had become a battleground for souls locked in a struggle—participants dealing not only with the game mechanics but the essence of their beings.

Some are aware of what's truly at stake, while others remain oblivious. And whether they were drawn by the allure of power and adventure, their choices have consequences.

Among the participants, Arthur Bennett remains as the only name to be feared.

Upon learning he was one of the seven "lottery winners" chosen to participate in the Elysian Enclave Mk. II, he viewed it as an opportunity for entertainment and to communicate that only Jesus Christ can save.

His initial experiences were nothing short of a letdown. Cracks began to show before he even entered the virtual world. And that is if he dies in there; he dies for real.

Arthur and the others—Margaret Campbell, Jasper Reza, Jada Schmidt, William Rodriguez, Alexander Costa, and Alice Dubois—each face a different reality. The virtual realm was alive in a sense, revealing a narrative where their choices held weight and could alter their lives.

Jada was a creative and imaginative young woman from Munich, Germany, who grew up in a nurturing environment filled with whatever her imagination led her. She harbored a passion for interactive media, video games, and animation, voicing her unique personality through self-expression.

Despite her initial shyness, she showed an eagerness to explore her identity within the VR narrative, embodying the character "Jada Uchiha." She, unlike the others, represented the intersection of storytelling and gameplay, and she seemed inspired to make a difference in the virtual world, viewing it as a once-in-a-lifetime opportunity.

Then there was William Rodriguez. He was an older participant from Argentina depicted as initially naïve but evolving through experience.

He had a fondness for the Naruto franchise, which shaped his understanding of the virtual reality world. He displayed strong moral intentions and a determination to protect his friends and maintain harmony within the group.

While he started off feeling clumsy, his character development led him to embrace heroism and stand against any potential threat that could emerge from others' evil actions.

Then came Alice, a smart and resourceful young woman from France, with a background as a spy.

She initially engaged with the others that would make her occupation seem unlikely. Her protective instincts were notably directed toward Jasper, with whom she appeared to have a romantic interest.

Unlike the others, she seemed to have a sober understanding of what was at stake in the virtual world. Her motivations suggested a complex interplay between personal goals and responsibilities, particularly with regard to ensuring the safety of her companions amidst unforeseen tensions from every other player's actions.

With three defeated came the other three that Arthur had yet to truly engage with in combat.

Margaret was first, a teenager with dyed red hair and a seemingly bored demeanor, demonstrating a casual attitude in the face of any situation.

She was skeptical of others, particularly Arthur, but showed confidence in her own abilities. She expressed a desire to prevent Arthur from causing harm to important characters in the narrative and considered herself strong, believing she knew the fictional world better than anyone else.

Those who wished to harm her beliefs, already she would view them as either an enemy or an inconvenience. Her conclusions about Arthur stemmed from a combination of annoyance and a sense of responsibility toward the village in the virtual reality experience.

Then there was Jasper, who was portrayed as a wealthy young man with a sense of entitlement, being the heir to a powerful family, the Reza Group in Persia.

He was shown to possess a sharp and critical attitude, often looking down on others, particularly Arthur and his supposed lack of preparation for the virtual reality experiment. He aimed to leverage the experiment to secure his family's future but displayed a dismissive attitude toward the narrative and character arcs, viewing it as more of a game and an opportunity to gain power rather than as a profound experience.

Above all these players, only one had the most mysterious origin: Alexander Costa.

Alexander, or "Alex," was a young man from Portugal with a playful personality and a desire for excitement in the VR world. Little is known about him, save that he has a competitive spirit and showed interest in connecting with others, including Arthur.

His character oscillated between lightheartedness and the thrill of danger, and he found Arthur's unexpected actions intriguing, viewing him as a potential rival.

Overall, these characters interacted within a virtual reality setting, motivated by their backgrounds, ambitions, and relationships with one another, particularly in the face of challenges brought about by Arthur and the undercurrents of the VR world they have been exploring thus far.

Each one of them had varied perspectives on Arthur that reflected their individual backgrounds and experiences. Jada, with her imaginative nature, initially viewed him as a mysterious figure whose actions could significantly impact the narrative they were navigating.

Intrigued by his duality—dithering between seeming clumsiness and unexpected cunning—she found herself both fascinated and wary of his potential to disrupt the world they inhabited.

William, on the other hand, saw Arthur in both a light of admiration and trepidation. As a fan of the Naruto franchise, he regarded Arthur's villainous declaration with more concern than respect. He recognized Arthur's strategic and combat abilities, which made him a formidable player, inciting a strong desire within William to protect the integrity of their world from what Arthur symbolized.

In contrast, Alice perceived Arthur through a lens of skepticism and caution, seeing him as a potential threat despite his charisma. While she admired some qualities he exhibited, she remained alert to the danger his self-proclaimed villainy posed, particularly as it could jeopardize her own mission.

Margaret, with her no-nonsense attitude, viewed him as an annoyance and a reckless disruptor who broke the trust of those around him. She couldn't overlook the chaos he introduced into their lives, ultimately positioning herself as a counterforce to his machinations.

Jasper held a condescending view of Arthur, dismissing him as a weak player undeserving of any attention or respect. While he acknowledged Arthur's more cunning traits, he regarded them as mere obstacles to his own ambitions, viewing him as just another pawn in the larger game he was playing.

Meanwhile, Alex's feelings toward Arthur remain profoundly unhealthy, finding himself amused and intrigued by Arthur and seeing him as the only player who could potentially break the monotony of the VR experience.

If there was one thing to note, it was that Arthur was not like any of them.

He was being sharpened in the shinobi world, having his very character forged through challenges while lacking certain privileges. His journey illustrated his growth and trials but also revealed power struggles within the world he now lives in.

Unlike most who dared to even imagine stepping foot here, his beginnings lacked the connections of the Leaf Village. Without the support of esteemed shinobi clans, he resolved to forge his identity.

The story began with his attempt to infiltrate the Leaf Village, aiming to establish alliances and gain resources. His efforts resulted in disaster when he failed to understand the machinations that these virtual characters could conjure.

Yet this setback only ignited his ambition, motivating him to explore broader horizons that the world had to offer.

His journey led him to the Fire Temple in the Fire Country as Ryugetsu.

There, he learned diplomacy and took his next steps to foster more of his foundation. The monks, unaware of his drives, recognized his potential and already began falling into his traps.

Leveraging the knowledge gained at the Fire Temple, Arthur directed himself toward the Water Country. He seized the opportunity to control their network, becoming part of the shadow government of that whole territory.

His strategy revitalized the economy and initiated reforms that benefited citizens and restored markets—a feat never before seen by an acting feudal lord.

To unite shinobi and showcase talent, he established a grand tournament and participated in it as Hoshikaze.

The event attracted competitors and encouraged collaboration among neighbouring countries. While grand indeed, it more than helped revitalize the Water Country's external structures without compromising Arthur's own identity.

However, success attracted unwanted attention.

As Arthur enjoyed his accomplishments, the Akatsuki discovered his existence. Intrigued by Arthur's influence, they sought to recruit him for their agenda.

Yet who was he to join a corrupt organization that was sure to fall? Understanding that staying in the Water Country risked his achievements, he decided to escape from the hands of Itachi and Kisame.

His retreat was strategic. Aware of his potential and the need for growth, he explored the larger realm, identifying allies and enemies. He reshaped his narrative to ensure that those who would otherwise better it wouldn't happen.

Naruto fans reveled in the story as a whole, valuing every aspect of it as sacred. Some would even go as far as committing the heinous act of worshiping this fictional world.

That is only one battle Arthur has been fighting, a battle against six other players. While those certain fanatics are trying to save the world, he's trying to destroy it.

His return to the Water Country brought complications—an investigation arising from his previous actions. At first, he managed to quell suspicions through national peacekeeping. Yet soon after, he faced betrayal and found himself ousted from the nation he had revived, leaving with his elaborate plaza.

Although the loss was huge, his resolve remained strong.

Experienced and equipped with knowledge, he chose to further his narrative. He proclaimed purposes to resurrect characters from the past, seeking to enhance his quest without compromising his identity.

The world is filled with forgotten individuals who suffered from untimely death. So what if one man managed to bring them back? It was more than possible, as Arthur understood. That was thanks to chakra.

To ensure success, he started small, amassing a subtle group that would later be forged into a complete army. His first raised character was none other than one of the antagonists' obsessions: Rin Nohara.

By utilizing death and restorative techniques, he had done it—he had revived a fallen character. Rin now belongs to Arthur, seeking to work under him to see his dreams unfold.

Arthur's past included confrontations that tested his abilities. He defeated Jada in combat, overpowered William in martial arts, and subdued Alice in spirit. Each victory improved his reputation and skills, molding him into a ninja on the brink of greatness.

With each challenge conquered, a more formidable one is likely to arise. And rise it had—Margaret Senju.

It is unsure what she's hiding. And in the larger narrative of Naruto, Arthur must emerge as a significant force—one who rises from obscurity, temptation, and persecution to assert himself in the shinobi legacy.

Perhaps he was the underdog in all of this, and perhaps the others had extensive knowledge of the world, but so long as he remained faithful, he would never truly fall.

Once a pawn in Elysium's plans, he had been transformed through trials that tested him in unexpected ways. His faith, tried numerous times, is what brings him here today.

Many of the other participants believe they are merely playing a game; they were entering a narrative that would challenge their beliefs, reform their identities, and test the idea of heroism and villainy intertwined within their stories.

But what else lies ahead?

Arthur Bennett was and still is a faithful Christian. Though he entered the Elysium experiment with curiosity, his expectations have long since slipped into cynicism.

Even amid this disillusionment, he adhered to his ideals and dedicated himself to sharing hope and redemption.