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  1. #161
    Quote Originally Posted by Arrow-Jolteon View Post
    I'll just question 55. Miyanta the Araquanid
    Interview Rapport: POSITIVE, INTIMIDATING
    +1 Shared evolution stage
    +Intimidation: Electric > Water


    After the sun has risen and you have tried to cleanse your mind of the blood writing you saw at the crime scene earlier, you make plans to interview Miyanta, who is the araquanid who owns and runs the Glaring Spider restaurant in town. You make your way over to the Glaring Spider, hoping she will be there, and find that the restaurant is closed in the morning, but the bug and water-type can be seen milling around inside. You open the door slightly, catching her attention immediately.

    "Sorry, we're closed," she begins, but you quickly introduce yourself and explain that you are there to ask her some very important questions. She gives you a quizzical look. "Oh, really? Um..." She looks around a little. "I suppose I have some time. Please...come in." She crawls over to you and holds the door open with one of her enormous legs and you walk in, only about half her height. Despite this, she seems notably wary of you, and you wonder if it's because of your type.

    You assume a nonthreatening seated position near the reception desk and explain vaguely what you and your companions are doing in town, but try to give her enough information that she does not find you suspicious. She seems to accept what you say, nodding along occasionally as she stands a few metres from you.

    "I...I'm sorry, but...now really isn't a good time. Urvanine was...my waiter. My only waiter. My previous one...Lachli...was also killed by the Stalkers." You can see that she looks genuinely upset, and you wonder if the nidorino's sudden death is the cause for her presence in her restaurant so early in the day--perhaps she is trying to figure out how to proceed. Her breathing gets louder as you can see emotion beginning to take her, but it's impossible to tell if she's shedding tears based on the fact that a bubble of water encapsulates her head. "Urvanine was a great pokémon. He didn't have enemies as far as I knew... It's...horrible news."

    She shakes her head, then turns around and walks a few paces. She turns back, walks towards you, and then, very clearly undecided with how to act, backs up a few paces. She apologises again and resigns to standing still.

    "Um...I'm not sure what else I can help with. I know a lot of the residents in town, but I'm not friends with most of them. I'm closest with Willow, who is my son's teacher. She is just lovely. I-I also deal with some of the others in hospitality, like Terr. They're a little self-righteous, but not a bad pokémon by any accounts. Yurtag has been...very aggressive to me in the past, because I wouldn't hire him as a chef, but I don't think he's capable of...of..." She pauses, trying not to choke up, and starts again. "What I'm saying is, I can acknowledge that we all came from different places, and we all have a unique story. I cannot judge others because I do not know what they have been through." Miyanta uses one of her legs to fiddle with a chair as she speaks. "I just hope...m-my son will be okay. If something happened to him, I'd... Well, I don't want to think about it. Besides, he's strong."

    You rack your brain for a dewpider on the list, but you don't think there is one. You wonder to whom she's referring, until she sees it on your face and clarifies.

    "Oh, sorry--Rachta. Something...happened to his parents a while ago and I adopted him. He had no guidance, and, well, I hoped to provide him with some. You know--he's an intelligent boy, and he probably knows more about what goes on in town than I do. When he's not at school, he enjoys spending time at Jeek and Zundy, so you might be able to find him there. Perhaps he has a...clearer head than I."

    She sighs, clearly anxious, and has a look of remorse on her face. "I'm sorry, but I really need to get back to things. I have a lot to...sort out. Thank you for speaking with me. I hope I was helpful."


    Arrow the Jolteon (M: Electric)
    Health: 10/10 | Sanity: 8/8 | Purity: 10/10
    Battle Stance: Flee
    Perk: Security
    Trait: Nimble

  2. #162
    Quote Originally Posted by ARandomTool View Post
    "Ah, good, the tower's being returned to its former glory. I'll check in with darling Vex in a moment... first, we make sure nothing's settled into the rooms."

    Search Floors 1 and 2 of Trinket Tower, taking anything not nailed down as my own making sure at least that much is proper. If there's still time, check in with my darling Vex and the medic Timpani to tell them the tower's clearing up, just be careful.
    You head back to Trinket Tower, determined to scour its every floor and ensure that the shadowy corruption is gone, but also that there is nothing further that is dangerous. It's not just any task that any old pokémon could do; no, this was a job for Nicklefool himself.

    The first hours or so yields, to your disappointment, nothing. Eventually you manage to gather enough splinters to make it seem worthwhile, but you are substantially disappointed not to have found anything else.

    Added $23 SP$ to Nickelfool's Inventory.

    It's not until partway through the second floor that you begin to sense something unsettling. It's a strange gut feeling that takes a hold of you and makes simultaneously repels and draws you in. The feeling is something you want to find the source for, and something you wish never to investigate. Your curiosity wins out, combined with your sense of duty, and you come to the apartment in question, slowly opening the door.

    The interior is plain, and you quickly realise that it is uninhabited. It looks like it is set up like a display home, and you wonder if this is the apartment commonly shown to those who wish to tour the building and see a sample apartment. However, it also contains a secret that you plan to unlock, and you quickly get to work. It's not long before you open a wardrobe and see a small object resting on the bottom. You stare at it for a moment, recognising it as a purple bow tie. You wait another moment and determine for certain that this is the thing that the shadowy aura is emanating from, and reach down to pick it up. As soon as you touch it, short, thorny vines extend from its ribbon and embed themselves into your wrist, draining your strength and piercing your skin.

    Nicklefool the Mr. Mime suffers 3 points of Grass-type damage to Health.

    You shout, swatting the vines as hard as you can, and watch as they retract into the bow tie. You wait a moment, sure that it won't strike again, and give it a small squeeze in your palm. It does nothing further, so you sneer at it and shove it into your small carry bag. It is a strange item to find associated with the Stalkers, but you are already aware that they don't care too much for sense. At least you weren't too badly hurt.

    [#Bow Tie of Suffocation# 3H DMG, Grass] was added to the Team Inventory

    Confident that you have searched everywhere you can, you spend a little extra time searching for either Timpani or Vex, hoping they might be in the building, but find no sign of either. You figure that they are probably busy elsewhere. You may not have caught them here now, but you're sure you'll see them again at some point.


    Nicholas "Nicklefool" Foligan the Mr. Mime (M: Psychic/Fairy)
    Health: 7/10| Sanity: 8/8 | Purity: 6/10
    Battle Stance: Fight
    Perk: Diplomacy
    Trait: Charming

  3. #163
    Quote Originally Posted by Bulbasaur View Post
    Mistee will investigate the murder of Urvanine.
    You head to the scene of the murder shortly after Arrow left, finding the body of Urvanine the nidorino covered by a cloth. You can see immediately that it used to be white, but is now soaked through with blood. The smell gets stronger as you head in closer, then tear off the cloth to reveal a body completely stripped of its skin.

    Your stomach knots as you stare, taken aback by what your eyes are taking in. You wish you didn't have to do this, but it's unfortunately necessary if you wish to identify the killer, and you begin to investigate the body. Based on the skinned body alone, you can deduce that the Stalker Gravemeld is responsible for this kill, and it did not care to show mercy of any kind. While examining the body, you are able to determine that the Stalker stripped Urvanine of his skin while he was still alive, as there are signs of a struggle. It does not appear as if the Stalker left anything else on the body, and you guess that the cause of death is very likely a combination of shock, blood loss, and an inability for his body to continue functioning. It's a horrible sight to behold, and you use one of your vines to drag the cloth back over his body as quickly as you can before turning away.

    {Urvanine's Body: <Technical>}

    As you close your eyes to try to flush your mind of the visage burning itself into your memory, you can only imagine the pain and suffering the nidorino victim sustained during the process, not to mention the fear and knowledge that there was no way out. You only wish that you can put a stop to the Stalkers before they make another kill...but know that it might take some time before you can even identify them.

    Knowing there is nothing further you can do here, you depart the scene and make a point to find a way to notify Shilamora as your companions did with the first victim one night before.

  4. #164
    Quote Originally Posted by Bulbasaur View Post
    And if that's a free action, she'll also interview 71. Fikl the Snover.
    Interview Rapport: VERY POSITIVE, MODEST
    +1 Shared evolution stage
    +1 Shared type (Grass)
    +Modesty: Grass < Ice


    It takes you a while to locate Fikl, but eventually find him on the first floor of the Keep. He is cleaning away as you approach him and make yourself known. The snover turns to you and, eyes wide, seems simultaneously interested and uninvolved. Once he realises that you're addressing him and nobody else, he looks somewhat surprised.

    "Well, hey there," he begins, his voice deep and his speech slow. He sits his broom aside and extends a bushy hand. You use one of her vines to shake it. "You're...looking for me?"

    You explain why you are there, and that you wish to speak with him to discuss anything suspicious he has seen of late, or anyone he thinks has been acting strangely.

    "I don't think so?" he says, cluelessness written all over his face. "I think Fri's a little presumptuous, bless her heart. She keeps telling me Orin's dangerous, but I've been working with him for years and he's always been nice to me. Personally, I think he's just a little sick of Shilamora bossing him around." He whispers the last part, an expression of quiet enjoyment on his face as he does so. "I think they really need to sit down with a pot of tea and work out their differences." He gives you a placid smile.

    You ask him about what other people think of Orin, and of any instances that he was cruel or unreasonable. Fikl makes a prolonged thoughtful sound as he stares at the ceiling. You find yourself staring at it as well, wondering what exactly has taken his attention, only to find that he's not looking at anything in particular.

    "I mean, one time he made he do overtime without pay, but...apologised the next day with some pastries. You know, pastries are the best." His eyes brighten. "Do you want some pastries?"

    You politely decline, then ask if there is anything further he could possibly help you with. He thinks a moment.

    "Not that I can think of. There was a weird box delivered to Shilamora this morning; it's up in her quarters. And, uh, my buddy Rachta found some weird thing the other day. Maybe you could ask him about it?" He shrugs a little. "And, oh, I found this!" He heads into a side door and comes out with an orb of some kind. "I want you to have it. Maybe it can help somehow."

    [Adrenaline Orb] was added to Mistee's Inventory.

    You thank him for the orb, and ask him if there are any last things he can offer you. He can't think of any, so you thank Fikl for his time and begin to head out. He mentions that you can come by any time.


    Mistee the Bulbasaur (M: Grass/Poison)
    Health: 10/10 | Sanity: 8/8 | Purity: 10/10
    Battle Stance: Flee
    Perk: Technical
    Trait: Charming

  5. #165
    Quote Originally Posted by Shruikan View Post
    Lillian has missed her check in... I fear the stalkers may have gotten to her.

    We must form a search party to find our missing comerade at once! I shall lead the way!

    [Learn Rescue/Escape from Bixas the Pinsir, then use it to start a rescue mission for Lillian.]
    Quote Originally Posted by HorusMyDude View Post
    Aw hell, looks like we out ourselves a rescue mission. Ah'm right behind ya, Yris!

    Action: Learn Rescue/Escape from Bixas the Pinsir, then use that to go on the hunt to get our friend back.
    The two of you speak mid-morning after hearing rumours of something happening to a lopunny in town. After realising that Lillian did not return for her check-in, you begin to grow more concerned, and the two of you decide to investigate the matter. You both learn that sometimes, when pokémon lose consciousness for one reason or another, they are kidnapped by Stalkers. The news is highly alarming, and triggers a need for action from both of you. You talk to one another before deciding to take matters into both sets of hands, and head off to find Bixas, the pinsir that Carly had spoken to recently.

    The bug-type is training at the training grounds, as expected, heavy plates of armour donning his body. He notices the towering form of Yris walk in, then Old Lace, who might be smaller, but whose muscles are striking anywhere. Bixas greets the both of you, unable to take his awe-filled eyes of either of you as you stand before him and explain your predicament. However, he is a professional pokémon, and he hears your issues loud and clear, and leads you through to a courtyard less populated by the townsfolk and other travellers. You both get constant looks, but barely regard the passersby as you focus on the task at hand.

    Abruptly, Bixas stops, pivots, and begins to explain the basics of learning how to rescue someone effectively. Then, he calls upon some volunteers, including an Alolan sandslash, and demonstrates different kidnapping scenarios. The two of you take in the information, nodding along, asking questions, and then perform certain manoeuvres and tasks yourself to put your skills into practice. After a few hours of training, the pinsir seems satisfied with your efforts and loudly announces to both of you the success you have reached.

    Yris the Ultra-Necrozma and Old Lace the Buzzwole have both learned Rescue/Escape!

    With your skills honed and your lessons learned, the two of you depart Bixas' training arena and head out into the open town. The stretch of ochre-coloured dusty ground seems to jeer at you, concealing the secret of Lillian's location. A breeze blows through, gently moving antennae and wingtips as you both glare off into the distance.

    You don't know where Lillian is, but you're going to find out if it's the last thing you do.


    Yris the Ultra-Necromza (L: Psychic/Dragon)
    Health: 12/12| Sanity: 8/8 | Purity: 8/8
    Battle Stance: Fight
    Perk: Medicine | Abilities: Rescue/Escape
    Trait: Resourceful

    Old Lace the Buzzwole (L: Bug/Fighting)
    Health: 12/12 | Sanity: 8/8 | Purity: 8/8
    Battle Stance: Fight
    Perk: Diplomacy | Abilities: Escort/Protect, Rescue/Escape
    Trait: Stealthy

  6. #166
    RESCUE MISSION INITIATED: Lillian the Lopunny.

    As the day descends into night, you, Yris, and you, Old Lace, manage to follow the threads relating to Lillian’s kidnap, and finally track down the location at which you believe the Stalker is hiding her: right near Salvage Keep Library. You know that this location has been cased already, but upon following everything that has led you here, you determine that this has to be the right place.

    Old Lace unsheathes his wings and shoots up into the air to get a better vantage point. Yris, meanwhile, has a great view of the land already, being twenty-four feet tall. The two of you spot a strange-looking hole in the ground beside the mysterious impenetrable shack discovered by Old Lace a few days back, and immediately move to investigate it. You determine that this must lead to where the kidnapper took Lillian, so the both of you fly in. Being the species you are, the both of you have a little trouble fitting without some wiggling, but eventually both come out into a small cavern with multiple connecting tunnels.

    You remain still and listen for any sounds, and you both catch a hint of something, then begin to move through one of the tunnels in the direction of the sounds. The closer you come to the sound, the louder it gets, and you begin to hear hushed whispers, clinking of tools, and other strange sounds. You creep towards the sound, presuming you’re hearing the Stalker wander around and perform tasks in preparation for whatever it has planned for Lillian, and endeavour to be as quiet as you possibly can be.

    Old Lace rolls Stealth: 44%. Stealthy bonus +25% = 69%

    Yris rolls Stealth: 20%.


    Eventually the two of you come to a large open area with a holding cell positioned in the corner. Across from the cell, you see a cloaked figure working away at a bench, and immediately the smell of rot hits you. As you look out across the cavern, you can spot hunks of flesh, bits of skin, and splashes of blood in a few places. This, to you, looks like the work of Gravemeld, and you both stare at the cloaked figure, wondering if this figure could indeed by the Stalker Gravemeld.

    All at once the figure suddenly turns, piercing, glowing eyes glaring in your direction as the two of you attempt to keep yourselves hidden. Old Lace, you are as stealthy as you expect, being naturally evasive and good at hiding, and understanding how to easily stick to the shadows. Yris, however, finds it difficult to conceal the enormous glowing wings protruding from your body, and the Stalker hisses as it sees your wingtip and constant radiance of light.

    Suddenly the cloaked figure grows long tentacle legs composed of shadow, and it scrambles towards you, hissing, spurting, and exuding masses of disturbing shadows and accompanying sounds. Old Lace takes this opportunity to rush straight past the oncoming monstrosity and bolt towards the barred confinement that Lillian rests in, drawing back an enormous, muscly arm before launching it into the bars, bending them on impact. You can see that your lopunny companion is still unconscious but looks relatively untouched, and you tentatively determine that she has not been tortured, but you imagine that had she remained any longer, she would have been.

    You see something beside her in the cell and, somehow knowing it's important, reach down and pocket it quickly.

    =Strange Code Key= was noted in the team Records.

    The Stalker launches itself at you, Yris, conjuring hundreds of shadow-comprised razor blades and stabbing you in various places around your ethereal body. At the same time that you can feel the stabbing and gashing, you feel like this is somehow not physically wounding you, even though you can feel every ounce of pain electrifying you with each touch. You attempt to fight back, but the Stalker is elusive, weaving aside as you attempt to strike it while it emanates a sadistic squeal of laughter each time, only to then stab you another time. Your mind descends into a state of panic as you come to terms with the fact that you are subject to this Stalker’s mind-rending games and horrible torture, yet you are not able to land a single hit back.

    Yris the Ultra Necrozma suffers 6 points of Purity damage.

    The pain feels like it will never end, and just when you’re beginning to think that you might not have much stamina left to keep going, you watch as the Stalker is assaulted from behind, and it stumbles forward multiple paces. In a split second, you exchange a look with Old Lace that tells you to grab Lillian and run, so that’s exactly what you do, soaring towards the unconscious body of your lopunny friend on the tunnel floor. You scoop her up and turn around, watching as your buzzwole companion pulls back an arm and thrusts it into the Stalker’s midsection.

    Old Lace, after prompting Yris to grab Lillian and flee, you attempt to distract the Stalker, making contact by landing a hit on it and allowing an opening. You take the opportunity to pivot and fly towards your companion, who has already turned around and is heading for the exit. Yris, being ahead of you, does not feel the impact of the final shadowy projectile launched by the Stalker at you in an effort to hinder you. It eats into your back, and elicits a small grunt from you.

    Old Lace the Buzzwole suffers 2 points of Purity damage.

    After taking the minor hit, you scoff at its minimal effect and continue onwards. Right before you disappear further into the tunnel and out of the being's sight, you look back over your shoulder and reach up, giving a condescending tip of your cowboy hat as the form of the Stalker thrashes furiously and releases stream after stream of otherworldly howls and shrieks.

    The two of you burst from the tunnel opening, attempting to kick as much loose dirt and earth back down into the hole as you can before taking off straight towards the clubhouse. The sun has set at this point, but you’re confident you’ll make it back quickly. Once you land at the clubhouse, adrenaline still kicking you in the chest, you set down Lillian and briefly inspect her wounds.

    Yris, you, with your medical knowledge, manage to bring her back to consciousness, and Lillian murmurs some words as she rouses, rubbing her eyes with the back of her hand. You and Old Lace breathe a sigh of relief, satisfied with your conjoined efforts.

    Yris the Ultra Necrozma restores 1 point of Health to Lillian the Lopunny.

    You brief your companions on your successful rescue mission, letting them know where you found the makeshift prison and who you think may have captured her. The only thing you’re unclear on is why this Stalker in particular captured her, but you cannot be sure if it was random, or potentially related to either the medallion around the kangaskhan’s neck, or the fact that the previous night’s kill was committed by Gravemeld.

    One thing is for sure: Lillian is safe again, and the two of you just survived a Stalker attack.


    Lillian the Lopunny has been rescued by Old Lace the Buzzwole and Yris the Ultra Necrozma!



    Yris the Ultra Necrozma (L: Psychic/Dragon)
    Health: 12/12| Sanity: 8/8 | Purity: 2/8
    Battle Stance: Fight
    Perk: Medicine | Abilities: Rescue/Escape
    Trait: Resourceful

    Old Lace the Buzzwole (L: Bug/Fighting)
    Health: 12/12 | Sanity: 8/8 | Purity: 6/8
    Battle Stance: Fight
    Perk: Diplomacy | Abilities: Escort/Protect, Rescue/Escape
    Trait: Stealthy

    Lillian the Lopunny (M: Normal)
    Health: 1/10 | Sanity: 8/8 | Purity: 10/10
    Battle Stance: Fight
    Perk: Diplomacy
    Trait: Lucky

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  8. #167
    Quote Originally Posted by Scytherwolf View Post
    Welp, I'm outta time, so I guess I'll just rest to restore purity before I figure out what to do next.
    Although you feel mostly fine, you aren't too sure what to do with the rest of your day, and you end up spending most of it indoors to restore the rest the remainder of the spiritual wounds you feel.

    Carly the Yanmega restores 2 points to Purity.

    You wake feeling completely rested, but notice that the sun is still up. You ponder about what else you could do to pass the time, and decide that perhaps it might be an idea to sort the Team Inventory. You spend some time categorising, ensuring not to touch the items that your companions previously mentioned were trapped.

    Carly the Yanmega has sorted the Inventory.

    You compare some of the items you have with the locations that you and your companions have helped to discover, and realise a few things:

    {Hole-Ridden Togepi Statue: Glowing Puncture x3, Dagger Slot x1} requires 1 more pointed item, likely a weapon, and 1 bought or forged dagger to open.

    {Gem-Encrusted Chest: Medallion Slots x3} requires 1 more medallion, which you believe Imeida the kangaskhan to be in possession of.

    {Fountain Mosaic Indents: Six Missing Patches} requires 3 more skin patches.

    After making notes of all these things, you realise that the sun is beginning to set, and feel ready to move on to a nighttime task. And, now that the inventory has been categorised, you feel confident that finding things and keeping track of new items will be a whole lot easier.


    Carly the Yanmega (L: Bug/Flying)
    Health: 12/12 | Sanity: 8/8 | Purity: 8/8
    Battle Stance: Flee
    Perk: Technical
    Trait: Nimble

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    Lychee 

  10. #168
    Verde, Truly, Sam and Brass are feeling notably tired, so each of you rest up for the day, hoping to be ready to go for the nighttime.

    Verde the Leafeon is restored to full Health, Sanity, and Purity.

    Verde the Leafeon (M: Grass)
    Health: 10/10| Sanity: 8/8 | Purity: 10/10
    Battle Stance: Flee
    Perk: Diplomacy
    Trait:

    Sam the Deerling restores 4 points of Health.

    Sam the Deerling (S: Grass)
    Health: 8/8| Sanity: 8/8 | Purity: 10/12
    Battle Stance: Flee
    Perk: Medicine
    Trait: Nimble

    When the sun sets, each of you are feeling completely healed, with the exception of Sam, whose spirits are still a little down. However, you all soon witness Old Lace and Yris arrive at the clubhouse and revive Lillian. They relay to you and the rest of the group what happened, and the things they discovered.

  11. #169
    Quote Originally Posted by Noblejanobii View Post
    Since we had such a lovely visit last time, I’m going to visit Miss Mitlee again to learn that investigate skill! Then I’ll be using it on #4 Orin the Vivillion.
    Madder the Mimikyu's Investigation of 4. Orin the Vivillon has been completed.

    You begin your investigation of Orin in the night, watching carefully from the shadows. You knew that if he was a Stalker, like you or the others suspected, and he attempted to kill tonight, you would witness the whole thing. However, he stayed home in the Keep, sleeping soundly at the alleged time of the murder, which you learned of the following morning. This didn't mean he wasn't a Stalker; it just meant he was not the Stalker who made a kill that night.

    As per your plan, you followed him through the day, ensuring to make yourself scarce and blend with other pokémon whenever they were around. He spent the majority of his time at the Keep, although he went on an outing to get some supplies in the late morning. His purchase consisted only of berries, which he purchased from Balene the cottonee, who you note is back to work merely a day after her mate's death. Orin spoke cordially with her and anyone else who he interacted with, but his face returned to a state of indifference and inner apathy once he was out of eyesight. You made the quick conclusion that Orin does not work, and does not seem to have any friends at all. He strikes you as a loner, but it appears that he prefers it that way.

    In the afternoon, the vivillon was seen partaking in some puzzles and strategic board games. Occasionally he played with other pokémon such as Fikl or Holly, who both work at the Keep, but spent much of his time by himself. He tended to the plants in his room rather than the Keep's other gardens, and from what you gather, you do not think he possesses a perk or a teachable skill. It does not seem he has any family here either, but judging by the timeline of when he arrived in Salvage Keep and helped to build it, he is quite old.

    One of the strangest things you find is that Orin seems to absolutely loathe Shilamora. This seems curious to you, as you believe that you had heard that the two of them helped to establish Salvage Keep - first as the Keep and then the town - together, which would suggest that they, in the very least, got along. However, you found many signs of his true feelings about her, and recorded multiple accounts of the townsfolks' testimony on the story of the town's origin and construction. The information that you sourced on the specifics of their relationship and the development of the town was something you noted down in your report. Peculiarly, Shilamora does not seem to have any awareness of Orin's animosity toward her.

    You go over this information another few times toward the end of your investigation as you sit in a tree. You peer up, looking through Orin's window, as he seems to be busy reading something. You look back down at your notes and think, but when you look back up again, you see Orin peering out his window, seemingly looking directly at you. You freeze, dread flooding your system, hoping that you were well hidden enough that he did not spot you.

    Madder rolls Stealth: 84%. Stealthy bonus +25% = 109%!
    Result: You are the tree.

    You see no visible reaction from Orin and let out a pent-up breath as soon as he looks away, content that you were blending enough with your surroundings that he could not distinguish you from the tree. Finishing up what you were noting down, you climb back down the tree and hurry back to the clubhouse as the sun begins to set.


    4. ORIN THE VIVILLON

    Availability: Day/Night
    Gender: Male
    Age: 51
    Home Location: (1c) Salvage Keep, floor four: Orin's Room
    Workplace: N/A
    Profession: N/A, occasional town advisor
    Personality: Brooding, adamant, smart
    Likes: Puzzles, nature, gardening
    Dislikes: Arrogance, tea
    Friendships: None
    Rivals: Shilamora the goodra
    Relations: None
    Injuries: Half an antenna
    Items: Orin does not possess anything of note.
    Taught Skills: Orin is not a skill teacher.
    Proficiency: Orin does not have a perk.
    Background: Orin arrived in Salvage Keep along with Shilamora and five other pokémon around two decades or so ago. The seven of them were a roving band of mercenaries for hire, but unlike the multitude of other mercenaries, they highly valued their moral compass. The most practical of the group was Orin, while the most idealistic was Shilamora. The remaining five contributed to the group's dynamic in other ways, but upon discovering the western part of Harbour Valley, Orin was the first to propose that they work together to start building an establishment. All but two were on board for the plan; the two in question wished to continue life as mercenaries, so they departed after only a few days.

    The remaining five put themselves to work, and over the course of a month, they managed to build a suitable fortress, which they named Salvage Keep. While Orin was the main coordinator for the layout and tactical planning, he was unable to do any heavy lifting, and over time, his decisions began being overlooked, and Shilamora took up the mantle of project overseer. She began to claim the glory for the ideas and construction of the Keep and, once it entered into development, the establishment of the town itself, which was quite to provide respite to travelling refugees.

    Orin, incensed by her audacity and claim to things that he created and instigated, attempted to assume credit for his ideas once more. But in the wake of outside attention and further production, he was completely overshadowed by Shilamora, and eventually faded into the woodwork. She assumed the mantle of mayor and personally deals with all diplomatic meetings with neighbouring towns and territories, and Orin has very little input. To this day, most of Salvage Keep's success is attributed to Shilamora alone, which she wears with pride.


    ADDITIONAL INFORMATION:
    During your investigation, you made your way into Orin's room in the Keep and managed to snag something very incriminating. Based on everything you have seen, you find yourself very suspicious of Orin.

    Spoiler:


    =Orin's Diary Extract= was noted in the Team Records.

    Madder's Investigation of 2. Orin the Vivillon has been noted in the Team Records.


    Madder the Mimikyu (S: Ghost/Fairy)
    Health: 8/8 | Sanity: 7/8 | Purity: 12/12
    Battle Stance: Fight
    Perk: Seinaru | Abilities: Investigate
    Trait: Stealthy

  12. #170
    The sun has set in Salvage Keep
    Submit your Day 3: Night Cycle actions now!



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    (27th August, 1AM AEST)

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