Quote Originally Posted by Noblejanobii View Post
Since the last guild wasn't so bad and I'm still in the neighborhood, let's Search (22) Mercenary Guild.
When the sun rises, you decide to head to the Mercenary Guild at the northern reaches of town. Upon arriving, you look over the dark, slate-gray building made up of thick, heavy stones and notice there definitely aren't too many windows. It's easy to see what goes on inside this rather large and heavy building isn't something that wants to be openly made to the public.

You find yourself almost needing to sneak inside, as the only entrance is a small, metallic double set of doors that's watched by a Houndoom security guard at all times. Where most Pokémon who attempt to enter get questioned about their business being here, you slip by the security detail as they're distracted talking to a visiting Floatzel.

Inside, you see what the Mercenary Guild is made up of. Bodyguards, assassins, saboteurs, and many other types of mercs for hire come here looking for work regardless of how bloody or dangerous it might be. And as you suspected, not a whole lot of what gets talked about in this building ever reaches the outside. If you feel if the Stalkers weren't so good at concealing themselves among the living, these guys might have taken them out of the picture by now if someone paid high enough.

Their clients seem to be no different. Powerful and rich Pokémon walk through these halls, hiring goons to do their dirty work, giving themselves protection with more bodyguards, or simply hiring an assassin to take out one of their enemies to make it look like an accident or suicide. You feel as though while you're here, simply having the splinters would allow you to realign the wheels of fate depending on who stood in your way and how much you were willing to pay to see them gone. But as you discover, the prices for these services doesn't come cheap, and the harder and more influential a target is, the higher the price is for the service.

While navigating the stone hallways, you come across a heavy gate in the far back reaches of the guild halls. You find yourself alone now, with no one venturing down this far at all. As you face forward once again, you find this area looks like it had been neglected and abandoned long ago to the point where no one had bothered to check it for a long time. However, on a close inspection, it looks like someone did tamper with it recently. Disturbances in the dust make it clear someone has come this way...

When you get closer however, you start to feel different. Colder, hollow, suddenly it feels like the very air around you gets deeper and heavier, and every step you take seems to mysteriously d̛̩̙͍a̵͉ͅr͓̤̳̘͕̤͠ke̠ń̗͚̱͇̹͉ the lighting, further and f͓͖ú͙̦̘̭̬ͅr҉̫t͜h̸e͓̳r͕̙...

Madder the Mimikyu has taken 1 point of Purity damage.

When you finally arrive at the gate, there is a dark totem before you, and you have a feeling not a whole lot of the mercs have even seen this. On the d͏̼a͇̺̙͈͓̬̖ṟ͓͍̟̙͜k, jagged totem itself, you see an empty circular groove, and there seems to be a numerical keypad just under it.

{Heavy Gate Totem: Metal Disc Slot, ENTER DIFFERENCE CODE} has been noted in the Team Records.

You feel a dark presence, still trying to e̛̺̣̣̦̩̯̼n̴̫̲r̥̳̺̼̗a͔͈̞̳̬p̙t͓̤̩̬̲̟̻́u̥͕̹r̼͇̤̰͔̹̬͘e ̞͕̜̟͔̰̙͝ you within this living nightmare. As you realize you don't have what you need to get through this gate, you try to get away from it, and it becomes a st̸̹͙͙̘̫͇͖r̗̲̗̦͞ư̝͔͔̼ͅg̠͍̤͟g̤͕̰̮ͅļ͖̬̻̖e̹̱̱ as it tries to pull you back in like a vacuum.

Madder the Mimikyu has taken 1 point of Purity damage.

Fighting hard against the effect, you eventually break out of its range and make a sprint to get away, and you find yourself back in the empty corridor again. Once you feel you're now a safe distance away, you look back toward the gate again, and it seems deceptively innocent again, like nothing was wrong and it was simply just a hallucination you experienced.

It makes you wonder if the reason why no one is around these halls... is because those that ventured through them never came back out...

You decide to get out and head back to base, still feeling like you've seen that metal disc before...

Madder the Mimikyu (S: Ghost/Fairy)
Health: 8/8 | Sanity: 8/8 | Purity: 10/12
Battle Stance: Fight
Perk: Seinaru | Abilities: Investigate
Trait: Stealthy