Unprecedented Times [A Pokemon Ranger Quest]

a.4
Vote results

Quick summary:
[X] Speak of the time when your family's boat ran aground on an ancient Wailord won at 18 votes.​

QM Note: I really hope the options at the bottom get across the idea of what you'll be dealing with, but I'm still not 100% sure about them. I rewrote those sections several times, I rewrote a lot of this chapter several times, but I hope you enjoy all the same.

Also sorry about some of the more slapshod images I included. I couldn't find any better way to show the specific parts of the map.

"Before I forget again, anyone here want a drink? I don't have anything alcoholic on me—it seemed like a bad idea considering the circumstances—but I've got soda, some juice and water," Harun says suddenly, shouldering his backpack free and setting it down on the ground in front of him. "Thought it'd be nice to have, considering the weather," he adds, almost sheepishly.

Dario walks up to Harun's side, grinning. "Don't get all embarrassed about it," he teases, before growing rather more serious and giving his bag a look. "Did you bring any cola?"

Harun, seemingly caught between exasperation and embarrassment, jabs Dario in the side with his elbow. "Yeah, I brought cola. I knew you were going to be here, so it'd be a bit like forgetting to call the fire department when your house bursts into flames."

"Hey, don't compare me to a house fire!"

Harun ignores him, turning to look at you. "Kylie, Suzume, either of you want something?"

"I'll take water," you say. It's the safest option out of the three in terms of getting something you could drink without grimacing.

"Me too," Suzume chimes in across from you.

Harun pulls a bottle of soda - a brand you can't recognize, unsurprisingly - a single bottle of orange juice, and two bottles of water out of his backpack, handing them out as he goes.

You pop the seal on the bottle and take a deep swig, suddenly reminded that you haven't had anything to drink since your belated lunch. Or eaten anything, for that matter.

You're going to have to scrounge something up when you get back to your hotel.

"What a mess," Suzume says into the silence, pausing to take a sip from her water only for her face to suddenly flush with shame. "Gods that's mean of me, I'm sorry—"

Dario holds up his cola, interrupting her. "Hey, no, it is a mess."

"It is. I'd love to have shown you both around Hoenn when it wasn't... like this, but honestly, the last few months have been leading up to this anyway," Harun agrees, sighing. "Team Magma and Team Aqua didn't exactly emerge out of nowhere—the legendaries might have blindsided us, but things were building to something. Nobody expected Groudon and Kyogre, or Rayquaza, but then why the hell should we?"

"Hear, hear," Dario mutters, taking another drink. "I don't like that Hoenn's so hurt right now, but I can hardly say I'm ashamed of the fact that we need help. I think any region would need help if something like this happened."

You consider for a moment what might have happened if Groudon emerged from Mount Battle and Kyogre from the coast, and quickly come to the conclusion that Orre would probably end up a combination smoking crater and half-flooded wasteland within a day.

The thoughts of calamities back home does, however, tug on the memory that you'd plucked out of your childhood just a minute or two ago. You glance around, finding some of the tension and sadness from before gone—but not entirely forgotten.

"All three of you were here for when this all started, right?" you ask.

"I was in Lilycove," Suzume offers. "Just got done doing a training exercise when the skies went from completely empty and clear to covered by clouds. I... I can't describe it, not well enough, you'd have to see it, but here's a fact I never wanted to know: the rain was summoned by Kyogre, which meant I got to watch as the entire sky glowed that water-type blue all at once before the clouds formed. I hope I never see anything like that again—that's too much power."

"I was supervising a construction site in north Mauville City," Dario picks up, next. "The company has a bad habit of sticking its nose up about regulations, so I was sent over to babysit and advise. Nine days of nothing, of being told they'd 'take what I said under consideration' with a look like they were being forced to stare at an open wound, and then... Mount Chimney erupted off in the distance, and then it just kept erupting. Perpetually. Earthquakes started up after that, and I had to start getting people out of there. I thought it was just a really bad eruption, one nobody really accounted for, but... it didn't take long for me to start getting emergency calls and announcements about the situation."

Harun turns to look at you as the other two finish speaking. "I was on duty at the time, just doing the rounds on local habitats we had concerns about. I was on Route 123, and I didn't actually see it when it happened. I felt Groudon's emergence, and then I got caught in the storm Kyogre created sometime after." He pauses, then, taking in a long breath. "Like Dario, I was out of the loop until the full context got passed down, and since I was out in the middle of nowhere, it took a while. When it did, I spent the next several hours evacuating small towns and villages who were in the path Groudon was making across Hoenn. I never got close enough to see Groudon, but I could feel and see them. Groudon generates a lot of light, both from heat and just by... altering the environment around them—I could tell when Groudon was getting closer as it suddenly started going from night to day."

You nod slowly. "I can't say I know what any of that is like, besides the general elements, I mean," you say, stopping briefly to finish the rest of your water off. You've seen destruction, you've seen chaos—civil strife does not discriminate; it is far too opportunistic for that. "Most of what I dealt with growing up was human-driven. You probably all know about the stereotypes surrounding east Orre; I won't retread them, but while a lot of them are just that: stereotypes, the ideas did come from somewhere."

You watch the others. Suzume looks thoughtful, though confused; Dario, by comparison, looks more curious than anything else, probably about where you're going with this. Harun, as he had before, remains staring at you with that focused look on his face.

"I don't think telling you about the times I've seen a car explode would be super insightful," you admit, which startles a bewildered laugh out of Dario, and even has Harun's lips twitching in an aborted smile. "But it wasn't always criminal conflicts or west-east civil strife—there was the one time we were out at sea and we ran aground on a Pokemon."

Suzume leans in closer, eyes almost twinkling. "Oh please, you have my full and undivided attention."

The other two seem interested, if less so than Suzume's rapt focus.

You breathe out. "It happened something like this:"



It is the dead of summer and you are eleven whole years old.

The vessel beneath your feet hums, the purr of the engine felt right up through your boots and into your knees as the boat cuts through ocean waves. The sound of the engine in your family's fishing boat is a close friend by this point in your life, as familiar to you as the confines of a classroom.

"Just got off the radio with Vin," your father says, the door to the boat's cabin squeaking angrily as he steps back out onto the deck. "We're with the last group coming back in, but everything seems clear. How far off are we, Merrion?"

You turn to look behind you. Your mother—Merrion—is busy at the boat's wheel, just visible through the fog that hangs in the air, her gaze fixed on a small GPS dongle your family bought some years ago. "Twelve klicks or so, but we're not sailing as the Murkrow flies—we're going to have to divert to avoid the new patrol routes," she explains. "We should be home before midnight at least; the rest of the convoy no later than a few hours after that."

This is the way of things for the Nealfolc of east Orre. It is not just the fog your people use to their advantage, but their numbers, too. The seas outside of Orre are not particularly safe; pirates are a natural consequence of the vast amount of civil strife the region has experienced, and west Orre has arrest-on-sight orders for 'unlicensed vessels', of which your boat, and practically all boats of east Orre, qualify as.

After all, west Orre is not about to let your people in to register their boats. Even if they did, you are fairly certain your family would spit in their eyes for the audacity to assume they would acknowledge them as a governing body in the first place.

All the same, your people moved in large groups because pirates and government patrol vessels will not generally take on a fight lopsided six-to-one against them, especially not when most of the boats have battle-trained Pokemon and well-armed sailors crewing them. In cases where they have an equal number of vessels on their side, well, it isn't hard to track them, and your people are much better at going unnoticed than they are.

The side effect of your entire extended family going out to sea at once is evident in you being on the ship in the first place: you are but eleven, and that just barely still qualifies as too young to be left to your own devices for days at a time. That will change when you hit twelve years in a few months, the decision in part informed by the situation that is about to unfold, but that is not your current reality.

You don't actually mind it, though. Sure, days like today were boring, but days like these, where the fishing is already done and there are no Pokemon to watch beneath the waves, are few and far between. You spend far more time anchored out off of a shoreline, hanging over the edge of the boat and trying your best to count the number of Tentacool schooling beneath your vessel than you do saddled with boredom.

"I'm staying awake!" you call out. It's not evening yet, though it's hard to tell how close to evening it is at this point. You can feel the sun through the fog that surrounds your boat—of which there is plenty, but that is not unusual for this time of the year—but no matter how hard you look, you cannot actually find the sun itself through the mist. You could get up and check a clock, sure, but you are feeling a bit too lazy for that at the moment. "It's okay, right? Since we won't be home until super late?"

You make those last few words more of an open challenge. Let them try to justify putting you to bed while you're still on the boat and you will make it everyone's problem.

Your mother knows this, and as such begins to sigh, only for the noise to be cut off into thoughtful silence.

You feel a chill run down your spine as you squint her way. Nothing good ever comes out of thoughtful pauses from parents.

"If you're so energetic," your mom begins with a much-too-gleeful tone, "why not help unloading some of the bigger cargo when we get back?"

Oh no. Nuh uh. You already unload a lot for someone your size, you'll have them know! But—you want to stay awake. You struggle to put together a coherent and clever reply, and manage neither. "Uh, but—well, no—"

"Good thinking, Merrion," your father says, evidently deciding now was the time to throw his daughter to the Houndours. "We'll put her on 'karp hauling duty!"

Karp hauling—?!

"No way!" you shout, springing off of the box and turning to directly stare at your parents in horror. "I can't carry any of those crates off of the ship, are you crazy? I'll be crushed to death by those boxes of Magikarp!"

You rush to think of a way to make them reassign the most physically-intensive work you can get on a ship like this—of the fish of the sea, there is never a shortage of Magikarp—and after a moment remember something your father has a habit of saying.

"What would the neighbours say if I died?!"

Your mother explodes into laughter. "Did you hear that, Inmar? What would the neighbours—"

There is a hideous lurch and bang as the boat beneath your feet jerks.

You drop, tangled in your own limbs, and hit the deck hip-first with a yelp of pain, tumbling over yourself.

The boat gives a second lurch and shoves you some additional feet down towards the nose of the boat, dragging your face against the deck.

Ears ringing, you lay there for a moment on the salt-soaked deck and wait for the pain in your hip to slowly recede. You've had your share of bruises and licks in your childhood, so you already know that one is going to suck for the next few days. You felt that in your bones.

"Kylie!" your mother's voice is frantic, cutting through the keening in your head. "Inmar, is she okay?! I thought I saw her head hit the deck!"

You blink away the last few spots and rearrange yourself so you can stare right up, finding your father and Angus - the family Mantine - looking down at you worriedly. Angus floats above dad's head like an umbrella, and your father is already extending a hand towards you.

You grab hold of it, and he hauls you to your feet.

"Did you hit your head?" he asks, once you're upright and not toppling over.

You shake your head. "Just hit my hip—it stings, but it's not an injury. What was that?"

Your father grimaces and you pull away from him, stepping towards the railing on the boat.

The first thing you notice is that the angle you're standing on is all wrong. It takes a few seconds to click, but the boat's been pushed up by several degrees, not enough to send you sliding back down towards the boat's rear, but high enough to make your feet sit at odd angles when you step ahead.

The second thing you notice is that the wind is gone. You're not moving—that much comes as less of a surprise, though.

You glance out over the side of the boat, and find that, just beyond the fog, are shallows. You track them with your eyes as far as you can before the fog swallows up all visibility, and find that they almost don't seem to end. There's only a single part, which you find when you make your way over to the other side of the boat, that's to your back and slightly to the left, where the shallows finally drop back out into the ocean.

Your family's boat hit the shallows at a crude angle, rather than dead on; that first lurch would have been your ship slipping up onto the shallows, and the second would have been when it finally came to a full stop.

The shallows resemble a portion of the seafloor that has been torn up and dragged to the water's surface. Bundles of aquatic plant life—mostly rigid, hard-shelled growths—stick out from the waves, joined by clusters of barnacles, seaweed, and a thick crust of rough, miscellaneous material. It's all plastered over what you can only describe as a grayish-blue, pale stone, which looks not unlike the stone riverbeds you'd find back on shore—worn down and smooth.

"We ran aground," your father explains to you, as if you don't have eyes.

You grunt. "I can see that,"

"I know you're hurting, Kylie, but drop the tone," your father says tiredly.

You flush and pinch your lips shut.

Footsteps echo from behind, and you turn to watch as your mom joins the two of you, pausing for long enough to glance out over the side of the boat.

Your mother's face twists into a frown. "We... that can't be right. We've sailed through this area multiple times and I have never seen shallows or shoals this far out, and I've seen this part of the ocean in the best conditions with clear waters."

"Maybe it's a volcanic island," your father suggests with a shrug. "It'll be here and then gone in a day, and there's precedent for it. Orre is plenty tectonically active."

You've all lived through enough earthquakes - the normal kind, not the ones some Pokemon could make - to know that to be the truth.

Mom's face doesn't stop being pinched, though. "I still think I should have seen at least some signs of it," she says, voice coming out in almost a hiss. "...But I can't exactly deny the reality staring at me, can I? Papa is rolling over in his damn grave, I was trained to be a better navigator and helmswoman than this."

You smother a groan. Conversations never go well when Grandpop is brought up. The man's been dead for going on sixteen years now and yet his legacy haunts the living world like a particularly spiteful ghost-type.

"Merrion, it is fine. The boat isn't sinking, we lost none of our cargo, and while we look to be pretty far onto land, we can fix this," Dad replies gently, reaching out to touch your mom's shoulder. "I'll go get the radio to tell the others we ran aground and ask them to keep an ear open for any patrol boat sightings."

Mom nods, eyes narrowing in thought rather than stress. "I'll go try to get us back out onto the water. Kylie—are you good enough to walk?"

Even if you were in more pain, you would still say yes. "My hip only hurts a bit, y'know? I didn't fall on anything else, so I'm good."

"Go check the front of the boat, see if there's any damage and check how badly we ran aground," your mother instructs quickly, already turning away to survey her surroundings. "We need to get moving as soon as possible—we don't want to be picked off like this. That said, take Angus with you, understood?"

"Yes mom," you say, barely managing to keep your tone restrained. You aren't upset about taking Angus—Angus is your best friend and lets you use him like a slimy blanket, you just wish she wouldn't fret so much. "I'll go check the front then! C'mon Angus!"

As your parents rush off, Angus descends from above until he's floating at around knee-level. He turns to look up at you happily, the two antennae on his head twitching as he opens and closes his mouth.

Pausing just long enough to take your boots off and roll your pants up to your knees, you nod.

You reach out and clamber your way onto his back before gently patting the space between his antennae. "Alright buddy! Off the boat we go!"

"'Tine!" Angus coos agreeably, lifting up into the air. He carries you over the side of the boat and then down onto the shallows.

You slip off of his back.

By the time your heels meet the solid stone and crusted barnacles of the island, the water's about up to your diaphram. To your surprise, though, the water is oddly warm—Orre doesn't really have warm ocean waters, but the water you're submerged in now is almost bathwater-warm.

Your dad does think it is a volcanic island, though. You don't know enough about them to be sure if volcanic islands will create warmer waters through... lava or something, but that at least sounds about right.

"Mantine?" Angus warbles, coming up to nudge you with one of his wings.

"Oops, got distracted," you apologize, refocusing. Gotta check on the boat, right.

You make your way forward, fording through the ocean tides carefully. The ground beneath you is uneven owing to the great many random pieces of aquatic life stuck to it, giving plenty of room for random holes to trip over, which you become closely acquainted to after stumbling no less than four times over the short walk to the front of the boat.

Once you're there with some of your dignity left intact, you inspect the boat. The nose of the fishing boat is lifted ever-so-slightly up, making the entire vessel lean back at a slight angle. What's above the waves doesn't look to have any damage—there's the odd, shallow dent, but then you know for certain those have been there since you set sail. A couple of scuff marks look new, but that's hardly troubling.

Crouching further down until the water's up to your neck, you reach below the waves and pat around the rest of the boat. You don't find any new or deep dents, but that doesn't mean you're in the clear. As your hands reach where the boat meets the island, you find something that is almost worse.

A groove.

Not in the boat, but in the stone beneath your feet. Like a path worn into solid rock after thousands of years of travel happening back and forth. Most of the groove cups the underside of your family's boat like a palm, and what gaps you can find with your fingers are full of silty mud. It's not a perfect seal, no, but...

"That is not going to release us easily. Tidekeepers tears, what awful luck," you mutter. The boat must have hit this groove dead on like it was coming up onto a dry dock. Pulling away, you cup your hands to your mouth. "Mom!"

"What?"

"I think the boat's properly stuck! We sailed right into a groove on the island, and it's a really close fit! I don't think we could push her back out so easily!" you shout back.

"Oh for—alright! I'll get the dinghy, we'll have to kedge her back out into open waters. Kylie! Go check the propellers and rudders, I've got the engine off already, but I want to make sure they're all still in one piece!" your mom shouts back.

"Okay!" you shout back, before turning around to find Angus floating next to you. Reaching out, you tap him on the wing a few times to get his attention. "Follow me," you instruct.

"Mantine!" Angus happily obliges.

You start wading forward again, making your way around the boat. The water quickly deepens until it's up to your sternum, but it gets no deeper after that point, plateauing off.

Without the engine rattling away, the silence of the day suddenly feels a lot more oppressive—almost unnatural. You struggle to think of why as you get closer to the propeller, before the insight strikes you, and you look up into the fog.

Where are all the Wingull and Pelipper?

You've grown up with the Wingull line, and if you know anything about them, it's that they love shallow waters like this; it gives them a place to roost, but it also lets them hunt for food more easily. You're only twelve kilometres off of Orre, and you've seen them much further out on tiny little rocky islands mostly made up of guano.

You suppose the island might be so new that none have come by yet and started covering the place in their poop, but...

You shake the thought off. Today has been weird enough, you just want it to be over now.

The water deepens again as you near the propellers proper, until it's deep enough that you can no longer wade through it. Using the boat as a guide, you swim the rest of the way over to the back, and then dive down to check the rudders.

The butt of the boat is not quite off of the island itself—there's plenty of space behind it where the island's still present, but it is most certainly on the fringes of it, where the island has begun to slope down deep into the water below. Something about how it looks this close strikes you as odd, but again—you can think about these things later. You have a job to do.

Swimming closer, you get an arm's length from the propeller but no more than that. The boat might not be doing anything right now, but your uncle - missing no less than four fingers across two hands - has instilled in you a polite wariness of propellers even when the engine is supposedly off. The only time you should really be touching something like this is up at dock or in dry dock. The worst time, of course, is when your boat had run aground and as such you couldn't be completely sure if the impact hasn't made your engine twitchy.

So you don't touch it, but you do give it as close of a look over as you can, checking the rudders and propeller both before reemerging out of the water.

"The rudders and propellers are fine, mom!" you shout. "Or they look fine, at least!"

"Alright!" your mom calls back, sounding much closer this time. "At least we don't have to worry about that. Now—watch your head!"

You glance up and push off the boat with your feet as you see your mother appear over the side of the boat and toss out a bright orange dinghy into the waters below. It lands next to you with a splash, kicking seawater into your face, which you wipe away with your forearm.

The dinghy is just that—an inflatable dinghy with no motor, oval in shape. It doesn't need a motor when you have Angus, of course, but there is one somewhere in the ship that could be attached to it if needed.

Your mother vanishes back onto the boat, out of your line of sight, and you take the opportunity to scuttle up onto the dinghy with some effort.

She returns a moment later holding an anchor up with one hand, attached to a line of thick yellow rope.

You paddle the dinghy closer using your hands, until it comes to rest up against the boat, just beneath where your mom is.

"Anchor's coming down!" your mother tells you, and starts to lower it towards you using the rope.

You reach up and are nearly squashed by it as the weight settles into your hands. Your mom might make it look like the anchor weighs next to nothing, but she is like... an adult, and strong, and you are neither of those things yet.

Huffing and puffing, you lower the kedge anchor down onto the dinghy between your legs while your mom keeps chucking rope over the side. It's to give you some more length to work with before you start pulling on the reel.

"You'll want to go straight out from from here—until you hit the deepest shallows," your mom calls out to you, pointing forward for emphasis. "You remember how to use the kedge, right?"

You cannot restrain the eye-roll that overcomes you. "Yes mom, I know how to use the kedge," you tell her flatly. Your parents are big about safety—you know a lot of technical things about boats that most kids your age don't. You swivel around in the dinghy until you're facing in the direction she pointed, then clear your throat. "Angus! Sail please!"

"Man-tine!" Angus booms, floating over from the side and dropping down behind you, attaching himself to the back of the dinghy with his tail.

"Remember! If anything looks weird out there, come back, okay? Your safety comes first!" Your mom quickly reminds you.

You wave at her. "Don't worry, I'll be here and back really fast! Angus! Forward!"

"Man!"

Angus whips out both wings, surging with pale light. A wind picks up behind you, curls around your body like a curious Zigzagoon, before surging forward—pushing against both you and Angus both.

The dinghy jolts forward, shoving you, before steadying out into a forward push that quickly scuttles you both out into the open waters.

Angus continues to flap his wings sedately behind you, keeping the dinghy moving. You, by comparison, keep your eyes trained on the shallows, watching as the blue stone begins to recede from its apex, dipping deeper.

You open your mouth, ready to tell Angus to stop—

When your chest twists in confusion. Your vision swims, and your brain staggers, trying to find an explanation.

"Angus—" you start, choked off.

Angus, to his credit, does stop, leaving you floating out maybe a few paces away from the edge of the island's shallows, where...

...The island has simply stopped. Even volcanic islands have slopes, places where they recede down into the waters below. Some might cut off more dramatically than others, but—but—

Your eyes track lower.

You can see beneath the island. That's not right, that's not how islands work, that's—

"Angus," you rasp, unable to keep the panic from your voice. "I—"

You turn in your seat, looking back the way you came. Your mother's figure is just barely visible through the fog, more of a blurry silhouette than anything substantial.

You swallow thickly. This isn't right, this can't be real—

Your mother shouts something, but it's lost in the sound of the tides. She must have noticed you aren't moving anymore.

"I... I can't panic," you say—maybe to yourself, maybe to Angus. You swallow your fear, breathe in, then out. "I need to get back to Mom. Tell her that this is the wrong—"

She needs to know now, they might be in danger—

"—lie? Wh— wrong? Swe—art!"

Mom's voice spurs you on, rekindles your brain before it can completely shut down.

You suck in a breath, and shout as loud as you can.

"The island, Mom! It's not an island!"

"—at?"

She can't hear you, you realize.

Nobody can hear—

Something hears you.

Angus lets out a shriek—a noise you have never heard from him before, one of sudden panic and rage. He lunges from his place behind you and lands right in front of you, his back facing you as he bares out his wings—

It's almost enough to block it out.

Almost.

The island beneath the waves shifts.

Even now, years later, when you are no longer eleven and your vocabulary has grown, you cannot really describe it—not fully. Some part of you still thinks it defies description, really.

If you had to say it is like anything, though, it might be what it is like to witness the land itself come to life and tiredly shake free the things that have grown on its surface.

Barnacles, plant-life, mud and stone and dirt sloughs away, crumbling as part of the island begins to peel up—peel open.

The island opens a single eye a few arm's lengths from you, one of such titanic proportions it dwarfs you, Angus and the dinghy collectively. The eye is marred almost entirely by a single, phone book-thick, milky-yellow cataract, leaving only the far fringes of the eye clear.

And it is through one of those fringes that the island sees you.

A lurch of movement rolls through the entire island—and it surges without warning. You hear shouting from your family's boat as the great beast shifts and begins to turn its entire body. The movements are slow, glacial when compared to the skittish fish you are used to.

But the impact is colossal, beyond anything you have seen before and anything you have yet to see after.

A twist of its body completely distorts the sea. The waters around your family's vessel plummets, revealing the island's surface in full, while the water around you surges up, higher and higher and higher—all from a bare shift of the Pokemon. A wave that carries you high, so high that you are above the boat, above the Pokemon, to the point where the fog below almost comes to replace your sight of both.

The Pokemon's head breaches the surface of the water, mouth cracking open to reveal blunted teeth.

It breathes out.

The fog disintegrates.

Your hair is pulled hard against your head under the sheer torrent of wind from the exhale, your eyes watering, forced open under the pressure. You hear Angus cry out and watch in horror as his body is snatched free of where he'd been trying to grip onto the dinghy, tossed to the side, but you can barely track him—can't focus on him, because... because...

You see the totality of the Pokemon.

It is not an island—it never was. But neither is it some hitherto unknown species.

You know the shape of this Pokemon, for they flocked to Orre for its cool waters.

It is a Wailord, the oldest one you will ever see. The blues of its hide dulled pale and gray, its body easily three times the size of any other Wailord you've seen, maybe forty-five meters. What your family's boat ran aground on is the curve of the Wailord's back, and next to it, the boat looks so terribly small.

You almost laugh, almost break down into hysterics—you can barely understand what you're looking at.

You don't, however, because your dinghy drops out from under you; the kedge anchor in the dinghy keeps it attached to the collapsing wave, driving it down into the waters below. You tumble after it, arms lashing out as gravity snatches you from the air and hurls you towards the waves.

The drop feels long, but the fall is short. The ocean rises up to greet you.

You cover your head, the only thing you can remember to do.

Something slams into your side—slimy skin and an accompanying scream of "Mantine!" telling you it's Angus. Your body is jerked from its deadly drop, but you're still moving. From the gap between your arms, you can see the water beneath you, skimming past as—

Angus howls in panic.

You slip free and hit the water like a stone.

You don't really remember the next few moments.

What you do remember, however, is your head breaching the waves, gasping and sucking in frantic breaths of air, something solid and sturdy beneath you, raising you higher until no part of you is underwater anymore.

Your chest roars with a dull ache with each gasp, but the relief of getting oxygen into your lungs far outweighs the pain. Your vision, blotchy around the edges, fades back into focus, and with trembling limbs, you paw around on the ground before finally finding something that isn't slippery to the touch and pushing yourself upright.

Your chest protests every single inch you move, but you grit your teeth and push through it.

Where you find yourself is on a Wailord. Not the same one that had, through a single jerk of surprise, nearly killed you, but a more normal-sized one, with the distinct blue skin, untarnished by age or aquatic plantlife. They float sedately in the water below you, and are in fact, joined by more of their species.

Countless Wailords and Wailmers. A pod, your brain supplies, finally catching back up with your body now that there was more oxygen running through you. Also, you might have broken a rib.

You wheeze out as the pain hits you twofold. Almost certainly broke a rib.

The pod of Wailord and Wailmer are arrayed around you, some keeping deeper - if still visible - beneath the waves, but a great many come to stick their heads out of the water. Most of them are looking at you.

A blur of gray makes you flinch, triggering another spike of pain in your chest as Angus drops from the sky and lands on the Wailord right next to you. He leans in quickly, brushing his face into yours, running his tongue over your cheek, sniffing you, looking for injuries.

Weakly, you reach up to push him away. He doesn't budge.

Your focus is elsewhere, though, as your brain begins to go over what you know about Wailords and Wailmer. They all have human-level intelligence from birth, both Wailmer and Wailord. They move in pods to protect their children and weaker Wailords - whether due to size or age - and they will sink boats if someone hunt—

Your head snaps up in a panic and you quickly scan your surroundings for your family's boat. You don't hunt Wailords, nobody is stupid enough to hunt Wailords unless absolutely, grotesquely desperate, but mistakes are possible—

Reliefs floods over you in a wave so intense you nearly collapse as you find your family's boat, floating next to that same ancient Wailord that set this entire incident off. You can see your mom and dad on the deck, staring at the Wailord who, in turn, has risen up enough above the waves to look at them.

After a moment, something rumbles up and out from the Wailord—a sound so loud it should break you, should crush everything near it, but it doesn't, even when you can feel the vibrations in your heart.

The noise it makes is unmistakably sad, mournful and guilty—impressions of emotions washing over you as the song settles somewhere deep into your bones, communication beyond words.

The pod around you takes up the song in turn, crooning in wordless apology. It all rattles up into you, into your head, swallows up your focus so much that you don't even notice Angus licking you straight across the nose.

The song falls away slowly, but you can still feel it in the water—in the air, like an echo. You reach out and this time manage to dislodge Angus from your face.

Slowly, the ancient Wailord moves forward, drawing your family's boat along with it, towards where you sit on the Wailord beneath you. The pod parts for their approach, and the closer it gets, the better you can make out your mother and father.

The better you can make out the relief on their faces as they take you in, too.

At some point, you start crying.



"I'm pretty sure that incident in particular is what really got my parents to start pushing me to leave behind the family business," you tell them as the story winds down, rolling your shoulders back in a shrug. "I think they always had the idea to do that—fishing is a dangerous job, low-paying, and I know both Mom and Dad have lost family and friends because they went out one day and just... never came back, whether because of hostile Pokemon, the weather, or western Orre. They wanted better for me than either disappearing out there myself, but... I remember them getting a lot more focused on me getting a good education and turning my interests to other pursuits after that."

"It's really not hard to see why," Suzume replies, her prior excitement softening into something more thoughtful, if no less curious. "I mean—Arceus above, I'd love to see the Wailord myself. Specimens that large are so rare, and that one must have been near the end of their lifespan, but I would not want to meet one like that. I'm honestly surprised you still went on to become a ranger after that! Those kinds of formative experiences usually scare people off from a job principally about handling wild Pokemon."

You pause, thinking about it. "I'm almost certain a major part of why I didn't avoid wild Pokemon after that was because they apologized—or at least that's what it felt like. I used to really dwell on this incident a lot, and I spent a lot of time trying to piece together what happened and why, especially in the years after, where my parents adamantly refused to let me come on fishing voyages. The best I could ever piece together, as disappointing as this is, is that I just... probably spooked that Wailord. Nothing more, nothing less. It didn't attack us, we just made it flinch because it woke up with me floating right next to its eye, and it was nearly enough to get me killed."

Dario nods. "What the pod did after—those sounds? That does sound like an attempt to convey that they were sorry or that they at least didn't mean to do it." He pauses, then. "Not that I really know much about Wailords. I've never seen one in person."

"Me neither," Harun admits.

Suzume shoots them both an appalled look. "Hoenn has one of the largest native Wailord and Wailmer populations on the planet! How is it that the two of us, foreigners, have seen more Wailords than either of you have?"

""It's a tourist thing,"" Harun and Dario manage to say together, pausing to give one another baffled looks.

Harun shakes his head and clears his throat. "Like I said, it's what tourists do. It always felt kinda... artificial to go on one of those Wailmer watching boats, and there aren't too many opportunities otherwise. It doesn't help that—well, it feels kinda wrong?"

You mull that over. "I can see where you're coming from," you admit, which makes Harun and Dario look at you with hopeful eyes, and Suzume raise one eyebrow your way. "Wailmer are as intelligent as we are—like I said. They're as emotionally intelligent as we are, too. Putting myself in their shoes, I'm not sure I'd really appreciate it if pods of Wailord and Wailmer came to 'tour the humans', so to speak?"

"Huh," Suzume says, humming. "I... yeah I suppose I never thought about it that way. There isn't anything like a 'Wailord watching boat' back home—I live in the far north of Sinnoh. We get some cruise ships, but well, seeing a Wailord is always a kind of random chance thing."

"Also—uh, Kylie? I'm pretty sure the Wailords and Wailmer do do that," Dario tells you after a moment. You turn to look at him, confused, while Harun next to him has paused with a thoughtful look on his face. "Those tour boats? If the Wailords really didn't like them, they'd just ignore them, go underwater, that kind of thing, but like... they bring their children up with them to show off or stare at the boats. I'm pretty sure they're using them to show their kids us weird humans."

Huh.

"Anyway, that Wailord you described," Suzume starts up again, barrelling forward. "That would be so cool, like I said, ancient Wailords are pretty rare! Their lifespans are around five to seven-hundred years total, though most die well before that point. Having one that old back home would probably come as a huge comfort, as it would mean a major pod in our area wouldn't try to eat our herds."

Dario turns to look at her. "Honestly, with each and every new piece of information I learn about aquatic ranching, I get more and more confused about how people manage it in the first place. You know what the Union policy is for dealing with an enraged Wailord? Run."

Suzume just waves him off. "Time and effort and setting boundaries are key, Dario! Wailord pods know not to poach from us since we'll put up a fight if they try. The only real times we came into conflict with any pods was when a Wailord would get exiled from its pod and made a new one or struck out on its own to do so, which is—well, not uncommon, but also not frequent. Those ones tend to see our lands and wonder why their past pods never tried to eat any of the tasty, freely-available food, or if they do know why, they think they can do it when their past pod can't. Then it's a few weeks of beating them up with our Sandslashes, Empoleons, and other herd protectors until they get a clue that they can't just come over and eat a Spheal whenever they're hungry."

"We just avoid them," you tell the three of them with a shrug. "Nobody hunts Wailords. You can get into fights with them, sure—but they know how to identify the difference between 'a fight that went too far' and 'you are selectively targeting us to hunt and eat us'. Sometimes a curious Wailmer might try to jump onto a boat and cause a lot of problems because we've got fish they can smell, but the Wailords tend to keep them in line and otherwise ignore us like we do them."

"The benefits of having to deal with intelligent Pokemon, I suppose," Harun says after a moment. He opens his mouth to say something more—

"Whis!" B.B. cries out in abject misery from a ways away.

You glance up to find B.B. making a tactical retreat from Totter and Sentinel, who are chasing after him. He looks—well, as tired as he was before, but he's doing the closest thing to a sprint that a Whismur can accomplish, given their body plan. He zips past Suzume and Dario in his way, managing to just barely outpace either Totter or Sentinel, and dives forward.

You move your arms open and catch him as he clambers rapidly into your lap.

Totter and Sentinel break past their trainers next, coming to a stop just short of you.

B.B. turns and hisses at them, a noise of acute annoyance and threat.

"Sly!" Totter shouts.

"...Shrew?" Sentinel adds.

"WHISMUR," B.B. screams in reply, just on this side of too loud. Totter, Sentinel, and everyone else nearby for that matter, winces at the noise.

B.B. then proceeds to turn around and tuck his face into your chest and warble out a piteous cry.

You sigh and wrap your arms around his body, glancing up to find Dario still wincing, touching his ear. B.B. burrows deeper against your chest and begins to relax, the tension you felt in his body leaving. Before long, he's loose and sagging against your grip, but adamantly refusing to move his head from your chest.

"Sorry about that, it seems like Totter can actually make B.B. furious enough to cause a scene."

"Bonsly?"



Your mandated rest period ends on your fourth day in Hoenn; not the day after your meet-up with Dario, Suzume and Harun, but the day after that.

You find yourself in the Mauville Peninsula Ranger Lodge, some several hours out from Mauville City proper. B.B. is tucked away in his ball on your hip, and everything you own is once again secured in your bag, leaving your hands free as you wait patiently in the sterile, bare-bones office you've been directed to.

To your left, a single window is open, allowing a faint breeze in. The sun is still rising, heavy on the horizon and shining orange. It's still very early—it is the only time that could be afforded to you, as far as you know, with the added workload of thousands of out-of-region rangers coming to Hoenn to help.

Behind you, the door to the office opens, a woman letting herself in with a manila folder tucked under one arm. She looks harried, thin blonde hair pulled back into a tight ponytail that cannot quite hide the lingering bedhead, her eyes lined with stress. Her operator uniform is just barely put together, with half of her shirt left untucked and hanging out from her back.

"I'm so sorry," she breathes as she rushes in, kicking the door shut behind her. "Kylie Parsons, right? Certified in Orre, Whismur as a partner?" she continues, almost sprinting to her desk.

You watch her patiently as she sits down, then nod. "That would be me, yeah."

The woman breathes out a sigh of relief. "Good! One thing that hasn't gone wrong today—I made it on time, but only barely, so I'm still getting my bearings. I'm Talita Misano, your temporary operator for the next..." she pauses to check the clock hanging from the wall, then turns to look at you. "Fifteen minutes, at which point I'll become someone else's operator—or well, about six people, they're doing group assignments for dealing with some hazard locations. Anyway, we are exceptionally short staffed at the moment, so I'm going to have to make this quick."

With that, she lays the manila folder out on the desk in front of her, then gestures out towards the front of the desk—

—Where there are no seats for you to take.

Talita visibly pauses, shuts her eyes, then breathes out. "Sorry, you'll have to stand. I forgot we're using those seats for temporary office spaces in the gym room."

"It's fine," you say, stepping up to the desk.

"Alright, so. As it is now, we need more focused aid—in that we need people who would be willing to temporarily stay in a ranger lodge and do work out from it," Talita explains quickly, already thumbing through the folder. "Nomadic aid would still be useful, but it says here you have no flight capabilities, nor are you certified to fly, would that be correct?"

For all that the image of B.B. flying, propelled exclusively by screams, is funny, you do not, in fact, have an air-capable Whismur. "It is."

She nods. "Then that means you can't do nomadic work, as much as it would probably fit what you would be doing so early on in your career. As it stands right now, a lot of transportation infrastructure needs to go to emergency aid, and we have people who can move without it. That would leave the option of being stationed somewhere for a longer period—several missions, at least, possibly up to a month or more." She pauses, then, flipping through the folder. "If you had come in yesterday, which would have been its own mess, I could have offered you four lodges as options to work out of—Sawara, Hoenn Archipelago, Chimney Highlands or Lilycove. As it stands though, both Sawara and Lilcove are in a much more manageable state than Hoenn Archipelago or Chimney Highlands are, and we won't need anyone else in those locations to do work for the time being."

"Hoenn Archipelago and Chimney Highlands were both hit the hardest, weren't they?" you ask.

Talita inclines her head. "Hoenn Archipelago most of all—the site of the battle between the legendaries, I should stress, is off limits to anyone without official clearance, so you wouldn't be put there, but yes, both regions were exposed to large amounts of damage due to the emergence of Groudon and Kyogre respectively. Hoenn Archipelago has a lot of flooding and destroyed villages, while the Chimney Highlands is still dealing with ten or more feet of ash and stone in some areas covering over evacuated towns, among other issues like wildfires."

She flips the manila folder around, then scoots it forward. Two pages are visible—one for the Mount Chimney Highlands, and the other for the Hoenn Archipelago.

"As I said before, here are your options. Choosing one of these means you'd be stationed there for at least several missions, possibly more if things continue to grow more complicated," she says plainly. "You'll be helping to bulk up emergency personnel while also doing ranger missions. I won't rush you—you can take hours, if you'd like, but you'll need to find me after you choose and tell me which one you want to go to. I would, however, prefer if you could give me an answer within ten minutes, it would cut down on the extra work."

You pick up the folder, then take each of the pages out, nodding. Slowly, you begin to read them.

Choices:

[ ] Hoenn Archipelago
The Hoenn Archipelago has a long and complex history. Settled by a cousin culture to the Alolans further south, the area has maintained a long and storied naval tradition, as well as a close relationship with the native Pokemon in the region. The great, winding island chains of the archipelago are home to no small variety of Pokemon, not to even mention the wealth of aquatic life in the seas.

Yet, it is sadly also the most wounded part of Hoenn. The battle between Groudon and Kyogre took place in the middle of the archipelago and wrought unimaginable destruction, radiating out from ground zero—once a common schooling location for aquatic Pokemon, and now a tangled mess of permanently-churning currents and tall, geothermal vents that spit endless lines of smoke out from within, hauled to the surface by Groudon in their desire to reshape the world.

Little has gone unscathed in the archipelago, and its ecosystem, collectively, reels—attempting to recover. Yet, if something is not done, it will never manage to recover. The great many predators of the area have had their numbers culled to record lows in the wake of Kyogre's fury, which leaves the door open for other aquatic species to migrate into the area and disrupt the ecosystem—many of which, if they managed to form sustainable breeding populations, would be nearly impossible to uproot. This is not to even mention those Pokemon Kyogre dragged into the area in its fury in the first place—already, sightings of Toxapex and Mareanie have rangers on edge, fearing the worst for the heavily-damaged Corsola colonies, still in recovery after the near-total destruction of the largest Corsola colony on the planet, Pacifidlog Town.

The Pokemon on the islands fare better, but only just. Habitats drowned or burned, many of them have been forced into closer proximity with the villages on said islands, giving rise to dangerous conflicts that have resulted in countless injuries. Worse yet, many already vulnerable species have been made more visible than ever as a result of this—and risk drawing the attention of poachers, a long and pervasive issue the Hoenn Archipelago has dealt with.

This and plenty more haunts the future of the Hoenn Archipelago, yet not all is lost. For all that the damage wrought destroyed the ranger lodge overseeing the area, its administrative role has been moved onto the shining jewel of the Hoenn Ranger Union Navy: the RUS Redeemer, which shall serve as your home base if you so desire to lend your aid. Formerly a mega-yacht owned by a Unovan oil baron who used it to go out on poaching trips with his fellow tycoons, it was retooled into a large-scale sanctuary and patrol vessel upon his arrest several years ago, and has now become the functional ranger lodge for the region, until such a time where the original one can be rebuilt.​

[ ] Chimney Highlands
Before there were repels, there was the glass works of the Chimney Highlands. Created through a combination of volcanic ash and sand, these flutes and wind-chimes were powerful tools that warded away Pokemon, and still find use today to keep Pokemon who would otherwise be agitated by synthetic repels, such as dragon-types, away from humans. Royalty from around the world would spend prohibitive amounts of money to adorn their castles and villas with such items, and many consider them sacred treasures, for their potency continues even today.

But if one was to look for those old workshops and towns now, they would find only ash and stone. While the devastation was not as widespread as it was in the archipelago, the Chimney Highlands still aches under the damage inflicted on it by Groudon. Vast swathes of Route 111 have been turned to glass, countless towns evacuated as they were buried beneath slag and ash tens of feet high. Pokemon run rampant, driven from their homes and into unfamiliar habitats, while many roads throughout the area remain completely blocked off for all but those willing to climb over it on hand and foot, separating once-close communities and Pokemon and making moving supplies around quickly nearly impossible.

With few places to go, many of these Pokemon have been driven into towns that were safe from the falling ash. The subsequent conflict between harried Pokemon and harried survivors were most often violent, and has since led to the abandonment of more towns, further condensing the rural population of the highlands into increasingly smaller spaces, where conflict between people has started to erupt with worrying frequency—something which can only be solved by the reclamation of old land, to allow people to return to their ancestral homes.

The areas most affected are those surrounding Mount Chimney, where it was not just ash and stone, but lava floes that swallowed towns. Among them was Lavaridge, which had once thought itself safe to the occasional eruption due to its raised elevation versus the normal channels, yet that belief remains no more. One of the oldest towns in Hoenn, founded before the land was even called as such, remains buried under countless feet of ash, cooled magma, and rock.

Earthquakes have opened vast crevices in the earth, revealing habitats and their Pokemon once-isolated from the surface world which need to be resealed; Meteor Falls, one of the largest ecosystems for dragon-types in Hoenn, has become riot with stress-evolved dragons attempting to dominate new hierarchies, which may culminate in a vast exodus of enraged dragons out into the surrounding area if nothing is done. These are just two examples out of countless other habitats shaking in the aftershocks of Groudon's emergence, with plenty more facing dire problems that must be solved if they are to recover.

Yet, work is being done to turn back the tide of destruction. The Ranger Union has come in force, and Flannery, the local gym leader, has joined them in attempting to re-excavate old cities and relocate Pokemon back to their natural habitats. Willowglen Town, once a small, forested hamlet, has since become a central mission control for the slow, but progressive reclamation of that which was lost to ash and stone. In concert with rangers working further up the ridge, in their own ranger lodge, work has begun—but it will be some time and only after an unthinkable amount of effort when people can begin to return back to their land and start to rebuild.​
 
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a.5
Vote results

Quick summary:
[X] Hoenn Archipelago wins at 23 votes.​

Edit: Slightly altered the description of the RUS Redeemer. I got too caught up on copying the appearance of a coast guard vessel before I remembered they have Pokemon they can use for certain functions.

The choice between stationed in the Hoenn Archipelago or the Chimney Highlands isn't one you struggle to decide on—not really.

Yes, there is something to be said about what you might be able to do in the Highlands. If you have to guess, there will most likely be plenty of caves - an environment where B.B. excelled - and you have just finished teaching B.B. coverage moves that would help handle threats not just from the common endemic Pokemon in the area—fire-, rock-, and ground-types—but also in the rarer dragon-types that called that part of Hoenn home.

But the reality of the situation is simple: you are just not familiar with the environment you would find in the Highlands; not in the same way you are familiar with the ocean.

You know the waves, you know boats, you know the kind of threats and issues that are common out there.

You can simply do more good in a much shorter amount of time out in the archipelago. That is what cements you choice, more than anything else: did Hoenn really have time and room for you to learn to adjust to the Chimney Highlands on the fly, when you could be working in an environment you are much more familiar with and needed just as much help? With all that is at stake?

The answer, to you at least, is no.

"I've made my choice," you say, gently placing the papers back down onto the desk in front of you.

Talita's eyes flick up from you from where they had been trained on her tablet, a surprised expression flickering across her face—there and gone again in a flash. "That was quick, barely a few minutes. Are you sure you don't want to spend more time thinking about it?"

You shake your head. "Miss Misano, I functionally grew up out at sea; I think my skills can be immediately and best put to use in the Hoenn Archipelago. It's not that I think I would be unable to work in the Chimney Highlands—Orre is more desert and hills than sea, and I was trained accordingly to know how to deal with a variety of environments, but I wouldn't be as useful there, not for some time, time I don't think would be fair to ask of Hoenn or the people who need my help."

Talita looks at you for a moment, before inclining her head. "That's fair, and it does make this a lot easier," she says, her gaze softening before flicking back down to her tablet, beginning to quickly tap across its surface. "Thank you for not taking too long. You are sure about this choice, right? You will be there for at least a while."

"I am."

Talita breathes out. "Alright, sending over the transfer request now—it should only take a few minutes," she explains, finishing whatever she was doing on her tablet and returning her gaze to you. "In that time, let me go over what you should expect."

You nod.

"Once this transfer request goes through, I'll get you a drive down to a dock south of here, where you'll be taking a boat over to the Redeemer. You'll be joining a number of other people being moved over to the ship like you—you'll be part of a larger wave of reinforcements, in other words," Talita says, drumming her fingers across the desk in front of her. "Duri Imai is the lodgemaster for the Hoenn Archipelago—the Union managed to poach her from the Mossdeep Scientific Institute over half a decade ago. She's one of Hoenn's premier marine ecologists, and you shouldn't have any problems with her, not that I expect you'll see her that often to begin with. When you arrive on the ship, they'll explain the rest and you'll be able to apply for missions; the Union will have smaller vessels on-site or even onboard which will be used to move you around to specific destinations."

You make a mental note to look up Duri Imai in the future. You haven't heard of her, but then that isn't a surprise.

"While there, as per the benefits provided by the Ranger Union, you'll be provided with food, shelter and most other basic necessities, all covered by the Union, though expect to have a roommate—there is limited space on the ship, even if it's really big," Talita continues, eyes distant and lost in memory. "The Redeemer makes semi-regular returns to dock, mainly Mossdeep City and Ever Grande City, to refuel and get basic maintenance, and those will be some of the only times you'll have to get off the boat and stretch your legs outside of missions."

Before she can continue, her tablet lets out a sharp, electronic trill. Eyes refocusing, Talita glances down and taps twice on the screen of her tablet, before her face creases into a neutral smile. She looks back at you. "That's the confirmation. Congratulation, Kylie Parsons, you are now a temporary member of the Hoenn Archipelago Ranger Lodge. Let's get you moving, shall we?"



You have been on plenty of boats before; fishing boats, tugboats, even one time a cargo ship, if not one of the supermassive ones that dominated global trade.

But you have never been on a boat quite this fast.

The ocean flashes past you, wind screaming at your face. The boat beneath you - a speedboat - feels as though it doesn't so much cut through the water as it does skip across it like a tossed stone. The engine of the vessel roars, loud enough to cut past the howl of the wind in your ears—a testament to just how loud such a small boat can be.

Each lurch and jerk of the boat is cushioned by the seat beneath you, which you've come to realize is only this soft out of necessity.

Joining you in the back of the speedboat are, spread across identical seats, six other rangers. Three of them look about ready to get ill, while two others look to be valiantly enduring the momentum, but are not unaffected by it. It is only you and one other who have the sealegs to get through the trip unbothered.

You recognize none of them, but you can't help the pang of soft and transient pity you feel for the ones already overwhelmed. You struggle to relate to them, all the same.

You might have never been in a boat this fast before, sure, but that does not mean it stops being a boat, and you simply know boats.

At the front of the speedboat is a pilot, a bald man in his early fifties with a beard that has been trimmed and styled to the point that it resembles a garden hedge. He is, like the rest of you, a ranger, his orange vest thrown over the back of his seat.

Further out from the boat, in the direction you're heading, you can see a blanket of clouds moving in; thick and grey, if not quite the tumultuous black that would have you on edge. The temperature of the air continues to drop as you get further and further away from Mauville Peninsula, not quite to the point of being chilly, but taking the ambient temperature from scorching hot to simply warm.

You don't know Hoenn's weather; it is far different from Orre, where weather variation is rare, but extreme when it happens. Even so, that still looks like bad weather from where you're sitting, the kind of bad weather that has a habit of settling in for a day or two and refusing to budge.

Considering you're expected to head back out once you get yourself situated on the RUS Redeemer, you aren't exactly thrilled to see it.

Even with less-than-ideal weather on the horizon, it can't quite darken the happiness you feel being back out on the waves—this time in your capacity as an official member of the Ranger Union. It might not be Orre, but it is the ocean all the same, even if it is a world away in Hoenn.

It isn't long before your destination takes shape on the horizon and you're dragged from your musing and back into the here-and-now.

The RUS Redeemer is a tall ship, nearly reminiscent of a cruise vessel, if not quite. It has a particularly long nose, making up maybe a fifth of the ship's entire length, while the rest of the ship is a sheer vertical cliff of stacked decks. The very peak of the ship comes adorned with countless radio dishes and tall antennae, and while it's hard to measure something so far out, you can say from experience the ship is at least two-hundred meters long, quite possibly a bit more.

You can almost see the mega-yacht it used to be, when you squint. It's there in the outline of its shape, in the curves of its construction, lacking the harsher corners and utilitarian design of military and government vessels. That said, the amount of modification done buries most of that—changing so much of the silhouette it's left in a kind of aesthetic uncanny valley between a civilian vessel and a military one, the most glaring among them being the obvious addition of armour and tactical infrastructure to key locations.

The ship is mainly white, but is heavily outlined with the trademark Union orange. As you get just a bit closer, you can see RUS Redeemer written large and in full capital letters across one side of the ship, impossible to miss, joined by the symbol for the Ranger Union.

The ship is anchored next to a small, frayed island chain, dotted by patchy forests no doubt half-destroyed due to recent events. Surrounding it is a veritable horde of smaller vessels, moving to and from the ship, a constant buzz of activity that reminds you of fish schooling around a larger Pokemon for protection.

The speedboat you're on begins to slow, the engine's roar dulling into a shout.

"'Lo! Look upon our queen of the seas!" your pilot bellows, voice spilling over with pride. "Home sweet home! Gaze upon the beauty of a ship put to right and proper work, helping the world!"

You see some of the other rangers turning to look, only now catching the sight of it. A few of the paler, sickly-looking ones even begin to get some colour back on their face, though whether that's because they realize the trip is soon to be over or because the speedboat is no longer sprinting across the waves, you can't be sure.

The pilot laughs bright and cheerfully. "I bet none of you know the full story of how we got her, eh?" he asks, glancing over his shoulder to survey the group of you. He barely lingers on you at all, but he does spend some time inspecting the queasy-looking ones, before turning back to stare out towards the ship. "We'll be making our way in for some time, and since some of you look as green as a Politoed, let me distract you with a story."

A few of the queasiest-looking passengers brighten up even more, thankful for the distraction.

"Us rangers down in the archipelago have always had problems with poachers, see. The ocean's a big place, and Hoenn has countless tiny islands to its name, many of which are simply uninhabited by humans. In the past, poachers used to slip in and snatch some Pokemon off those islands without a care—usually angling for at-risk populations that would get them the most dollar for their deeds," the man explains, his gaze never leaving the ship ahead as you get ever-closer, the RUS Redeemer increasingly towering above. "Over time, though, we got more funding and Hoenn started to crack down harder on poaching. It came with the cultural shifts of that era, and poaching became not just more difficult, but more unpopular, but it never went away. Thing was, a few people didn't like that, and some of them blamed us—the Union—for 'criminalizing their culture', and there was a man in particular who really hated us: Laurence Harvey, a very wealthy man from Unova.

"Laurence used t'do 'exotic tours' for his business buddies, bringing them out in that exact ship right there, at the time known as the SS Swanna, to go out and capture or hunt whatever Pokemon they wanted. Problem for us was he was good at it, and very, very fast. He and his buddies would get in and out before we could track them down in our waters in most cases, and whenever we did catch him in our waters and stopped him for a search, there'd be nothing there—teleported off, we'd later learn.

"He'd spit up a storm whenever we did, too, complaining we were targeting him unlawfully when we all knew what he was doing. A lot of the public did too, and I guess at some point he thought himself immune to consequences, so he started getting cocky and, worse yet, mean. Before, we'd be able to tell he was through because sanctuary sites would be missing recorded Pokemon and the like, but after that point? We knew he had come through because he'd demolish half of a habitat on his way out.

"This escalated things. We couldn't prove he'd come through and some parts of the Union still thought that we might be overreacting, but after he started tearing up habitats? Well, things quickly changed. I think he thought we were paper Pyroars or something, but within the month after he demolished a mangrove habitat to poach from a coastal Mudkip population, we descended on him like a swarm. The Union called in all the stops, brought in experts from Oblivia who specialized in anti-Pokemon trafficking, and we locked his ship down, prevented Teleport, and boarded him in the middle of one of his next excursions.

"We caught him and about six other business magnates red-handed, and about fifty other accomplices. He was clapped in irons and dragged off to international courts before the week was over, and while Unova screamed about giving him back into their custody, arguing that they recognized no other court of law besides their own, they couldn't do much. He was tried and lost everything—we ended up with his boat, I think under some niche marine law agreement."

The RUS Redeemer is far closer now than near the start of the story, dwarfing everything nearby. It is a behemoth of the ship, that much you can say.

As the speedboat pulls in next to the ship, your pilot glances back and gives you all a large smile. "Welcome to the RUS Redeemer, flagship of the Ranger Union Coast Guard, or RUCG. I hope you now all understand the real weight behind that name, eh?"



You arrive at the lowest deck of the ship to find a dense, packed crowd.

The majority of the interior is metal painted white, with overhead lights tucked away inside of mesh cages. Bulkhead doors separate the individual parts of the deck, though most have been left open, and there's not a porthole in sight. Pipes run across the ceiling, braiding over one another, while the distant rattle of vents fight to be heard against the dull roar of conversation coming from the crowd of people.

There has to be at least fifty people, probably more, down here. With a lack of seats, a large number of them lean against walls as they wait, while others idle around on their feet with nothing else to do.

Every other second more people arrive, passing in through open doors, corridors you hadn't seen until a body emerges from them, and more.

You don't bother to try to ford deeper into the crowd, and instead keep to the wall where there's still space to breathe. You skirt around the perimeter, moving away from the door behind you, and listen to the sound of your footsteps on metal as you slowly scan the crowd.

Young and old, experienced and new, many of the people you see have more than one Pokeball. Some have none at all, and are joined by Pokemon either standing next to them or hanging off of them. One woman in particular has two Zubat nested into a hood she's sewn onto the back of her vest.

"Hey is—oh!" A voice interrupts your people-watching—a familiar voice, at that. "Kylie!"

You turn your head to find a hand waving at you from amid the crowd, approaching ever-quicker until—

Suzume pops out of the crowd, eyes immediately trained on you. Her hair is pulled back into a tight, professional-looking ponytail, and her face is creased in a wide, bright smile. She wears a giant, hiker-style backpack, attached to which you can see Sentinel's old-style Pokeball.

She quickly makes her way over to you, half-jogging.

You blink. "Suzume?" you call out to her once she's close enough that you don't need to yell. "I thought you were going to stay with the other Sinnohan rangers."

Suzume walks right up next to you, shaking her head as she comes to a stop to your right. "Nope! Oh, we planned to stay as a unit since we all knew each other, but a good chunk of our group were certified to fly, and had the Pokemon to do so, and they were all needed for nomadic emergency work—around a quarter of us, specifically. Since the situation demanded it, we agreed to split up and take on whatever was offered to us."

You can't really fault them for that, honestly. "Well—it's good to see you," you say, stumbling over your words, still surprised to see her. "I'm glad I can recognize at least someone. Do you know where Dario and Harun ended up? I didn't get the chance to ask before I had to head out today."

"Dario is staying in Mauville Peninsula, since he is stationed there officially. Harun's gone over to Lilycove Bay as far as I know," Suzume tells you, reaching up to adjust the straps on her shoulders. "You know, I am really glad you're here too. I actually thought you might come here, or at least I really hoped you would—since this was my only viable option and you had a background with marine life and stuff."

You turn to look at her again. "Were you just assigned here then? I was given the option of Chimney Highlands or Hoenn Archipelago, at least."

"Nope! I was like you—here or the highlands, and considering Sentinel is dual ice-steel type, to say she would struggle against everything there is honestly a bit of an understatement."

You smile. "Well, cheers for things working out this way," you say at last. "I think I could've done decently in the Chimney Highlands if it came down to that, but I knew I could do more good here."

Suzume nods. "That's true! I do think I could probably help out here more than I could with the highlands, even if you ignore how a Camerupt could probably faint Sentinel by sneezing on her. Even so, us coastal gals have to stick together, right?" You get a nudge from her elbow with that proclamation.

Your smile breaks into a laugh. "We do," you agree. "We're a rare breed, even in Hoenn apparently."

Suzume opens her mouth to keep the joke rolling, when—

"Alright!" a voice cracks through the room, thick with harsh authority, the kind ranger school has ingrained in you to listen to. "Everyone quiet down!"

The entire room drops into utter silence, evidently having the same instincts you do.

Perching up on your toes, you stare out over the few heads not taller than you, and manage to spot the source of the voice.

A dark-skinned woman stands at the other end of the room, next to an open hatch. She is at least six feet tall, with platinum blonde hair a few inches in length, and is built a bit like a brick wall, with wide shoulders and thick, muscled arms. Yet, for all her build screams of being a ranger, the woman herself is dressed in the blue-green of the operators.

Her face is lined with age. You'd put her in her late fifties to mid sixties, but it doesn't diminish the fact that she looks as though she could probably get into a fistfight with a Machamp.

The woman scans the crowd, before leaning over to place the plastic bin she had clutched under one arm on the fold-out table next to her. She clears her throat.

"I am Kishori Hier! I am the second highest ranking operator on this vessel, beneath our local top operator, who you will no doubt get to meet at some point during your time here. Welcome to the RUS Redeemer," she barks, voice brooking no interruptions. "You will be soon assigned your sleeping quarters for your time here, and before you take any missions on—no matter how impatient you might be, you will be expected to first familiarize yourself with the location of your sleeping quarters, choose a bunk, and put anything you don't need on a mission but brought with you away. We run a tight, organized vessel here, and that means we run a vessel where the people on it know where to go and when to sleep. We do not have the time or patience for people to be lost or not know their assignments."

The crowd murmurs, a ripple of noise that Kishori immediately curtails with one narrow look.

"That said, if you do get lost, there are floor-plan maps all across this entire ship, with 'you are here' indicators included, and plenty of other guide lines to follow. Use them if you get lost, and you'll find your way out easy enough. I know this place can be a labyrinth at times, but it's an organized labyrinth, and you'll start seeing the logic in its layout before long," she continues, folding her arms behind her back. "We do, however, have other rules that you must keep in mind. For one: Pokemon are allowed out as long as they are trained, and we can and will rescind this privilege for individuals if we decide they aren't properly trained for this kind of environment. That said, Pokemon at or over six-hundred pounds must be first checked with us before allowed out, and there will be parts of the ship they cannot be out in. There is also a complete ban on any unauthorized move usage on this ship as well as training. We will kick you off the ship if you decide to ignore this warning and circumstances are not extreme enough to justify you going against orders, so you'll get to explain to your superiors the thought process behind your actions."

That visibly cuts the wind from a number of people's sails, you notice. There is nothing quite like judgement from superior officers to stamp down on recklessness.

"The RUS Redeemer has a curfew: oh-hundred to oh-three-hundred, unless you are on night duty, which some of you might end up being. It is only three hours, but for those of you who don't understand: be in your room between twelve and three in the morning. Besides that, we have a mess hall, and you are expected to use it. If you don't, put your garbage away, and we will know if you don't," Kishori barrels on, her tone as harsh as a taskmaster's. "Showers and bathrooms here are both shared and unisex, but there are multiple sets and the showers are not open—there are curtains. You are all adults, so you can act like it. If you need private accomodations for bathing, reach out to myself or other operators and we can work something out, but to be very clear: if you are going to have a 'private moment', do it somewhere that is actually private."

From her tone, you get the impression that last bit has been a problem.

"If harassment of any kind occurs, bring it to us and we will deal with it with due prejudice. Otherwise, there are some other rules you'll find in the books we left behind in your sleeping quarters, however most of those are just common sense rules, and I'm covering the things that do need to be told directly," Kishori explains blandly. "If you're uncertain or have different cultural norms, read the rules, but I don't think there will be anything objectionable. With all of that accounted for, I'm going to start calling out names. Now, non-Konrin names will be going first—"

There is a synchronous groan from at least half the crowd, possibly more; a chorus of disappointment.

"—because our computer systems kicked them to the front of the list regardless of their alphabetical position!" Kishori barks, raising her voice over the sound of the groans. "Give it a rest! All of you! This will be done in order. If your name isn't called, stick around and we'll get it sorted. Half of our infrastructure is offline because, as you have all seemed to have forgotten, Groudon and Kyogre recently got into a fucking cage match in the middle of the archipelago."

That makes the groans cut off into silence.

With that, she starts calling out names.

"She reminds me of one of my teachers," Suzume mutters, looking at the woman warily. "Survival and Wilderness, specifically—Mr. Takahashi made a girl in my year break down in tears during a test because she couldn't start a friction fire."

"She reminds me of my aunt on a bad day," you reply. Your mother's third sister, specifically—she is in large part known for her Octillery who she almost exclusively taught artillery-level attacking moves.

You don't manage to get that far into another conversation, as it's only three names later that yours is called up.

You say your goodbyes to Suzume before pushing ahead through the crowd, people parting quickly in what you think is an attempt to avoid pissing off Kishori any more than she already is.

Kishori herself stands at the ready, key in hand from where she had plucked it out of the bin next to her.

Once you get far enough from the crowd that it's clear you're the one she's called up, you watch as her eyes go to your hair, then to your eyes.

"Nealfolc?" she asks, once you're in front of her.

You jolt in surprise. "You're the first person in Hoenn who has recognized that," you tell her. More to the point, she's the first person in Hoenn who has correctly labelled you as Orrian at all, let alone Nealfolc, though you suppose you haven't given most people the chance to come to that conclusion themselves.

Kishori grunts. "Get used to it, there's a small community out in Mossdeep that migrated here back when Orre's government went to shit," she tells you bluntly, dropping the key into your hand. "Not that I can complain—even exodus communities of Nealfolc keep teaching their kids how to sail and how to avoid drowning, something that can't be said for a lot of the people behind you. Anyway, you're in room A-308, that's three floors up in the lodging section. You'll find it if you go straight ahead out behind me and take the stairwell up. Now, move on, I need to keep giving out keys."

You do as asked, scooting past her and walking out through the open hatch behind her, stepping out into a metal corridor. After a quick scan of your surroundings, you find one of the maps she mentioned earlier in her speech and make your way over, checking it over to get your bearings. After tracing the directions Kishori told you to take, you figure out your path ahead and step away.

You start off, deeper into the ship, listening to the fading sound of Kishori shouting out names behind you.



You find your way to your room without any further issues, though it does take you a bit to navigate the several stairwells and long corridors between where you had been and the room in question.

The door to your room has a simple plaque on it, listing it as 'A-308', and when you slip your key into the lock below the knob, it twists with an oiled ease and pops open with a click. Pushing your way in, you step inside the room, and give it a once-over.

It is bare-bones, not that you expected anything else. The room is, by virtue of needing to contain two people, merely 'claustrophobic', but only just. Inside is a bunk-bed, joined by two storage lockers that sit at the foot of it, and two desks recessed into the wall of the room itself, with stools beneath them. The ceiling of the room is the only part of it that doesn't feel cramped, reaching up maybe eight or nine feet, with a pair of portholes at the very top, well out of reach or view, that let in a trickle of natural light.

On top of each desk is a single book, the title "RULES AND REGULATIONS (RUCG OFFICIAL 1.4e)"

There is no other evidence that anyone has been here before you, though, so you can safely assume your roommate is probably somewhere still down in the crowd below.

You don't think you want to wait to meet them first, though, so instead you leave the door open—you'd be in and out in less than a minute—as you step inside and make your way over to the lockers.

You try the key on the first locker, only for it not to fit, stopped before reaching the bottom end of the teeth. When you try it on the second, though, it does fit, and with a twist you pop the metal door open. You're left wondering what kind of engineering went into making a pair of keys that could both open one lock, yet also have other locks that only one of them could open, but you tuck the thought away before it can distract you.

Hauling your bag open, you shove your clothes, B.B.'s kibble, and a number of other things you know you won't need for the mission ahead inside, then shut it, the door automatically locking as you do.

With that, you pull your bag back on and make your way out of the room and shut it behind you, pocketing the key once you hear this door, like the last, automatically lock upon being fully shut. You wander over to the nearest map - just a few paces away - and check where you are, before drawing a path with your finger from your current location to the part of the building labelled as 'mission control'.

Thankfully, by the looks of it, you're housed really close to it.

You start off again. Your path takes you down to the end of the hallway your room was in, up a flight of stairs, around a bend, and then out into a wide, circular area, already full of activity, people flooding in and out of rooms, phones ringing nearby accompanied by resulting chatter. Several televisions, bolted into the walls, show storm patterns and what looks to be a list of reported missing people.

You duck your head and push through the open circular area, down another hallway, and then around one final turn, arriving at an already-opened hatch. You step into the mission room without hesitation, the jitters from your first mission no longer haunting you.

Sunlight and fresh air are the first two things you take in. The mission control room on the RUS Redeemer had its entire right wall be a vast, domed window, staring out into the ocean water below. Some parts of the window have been designed to be capable of being opened, and opened they were, letting the breeze in. In the skies above, the clouds you saw before have since come to roost over the ship, and rain has since begun to drum intermittently against the windows, a pitter-patter that comes and goes like the tide.

The room's floor is wood, a stark contrast to the utilitarian metal floors everywhere else, while the ceiling above - at least ten feet up, possibly more - has a pair of ceiling fans. Next to the window is a long table, around which a number of rangers sit, speaking between one another in quiet tones, while at the back of the room is a line of mission terminals.

You get a few looks as you venture over to the mission terminal, but nobody lingers on you for long. You are about as in your element as you can be; the past years of training and a childhood of seafaring has led up to this point.

You fish your ID out and swipe it through the terminal's scanner, watching as the screen flickers over to a map and fills you in with a list of twenty, then thirty—no, forty available missions—all of them listed at rank 1, the only ones you still yet qualify for.

There is a lot of work to be done, but forty missions is too many for you. You skim the list as fast as you can, and before the options can overwhelm you, you pick out the first four which catch your attention out of them and dismiss the rest.

Choices:

[ ] Magikarp Catch-and-Release
Due to the ongoing fallout from recent events, the local population of Magikarp within the Hoenn Archipelago are now at risk of wide-scale stress evolution, something that may create a feedback loop of rampant Gyarados if nothing is done.

You will join several other groups and head out into the open waters to participate in a large-scale, baiting then catch-and-release of any Magikarp which appear to be nearing the evolutionary threshold. All caught Magikarp will be released further out into the ocean, where they will not risk inciting more evolutions upon evolving, while also raising their chance of long-term survival when they evolve into a stunted, premature Gyarados.

Further details will be given on site. Groups will be made up of 5-10 people. Pokeballs and bait will be provided as needed.​

[ ] Pacifidlog Clean-Up
The Union is looking for those who are willing to help continue clean-up efforts in the now-destroyed Pacifidlog Corsola colony. Your main focus while there will be to help collect shed Corsola material (which will later be moved and disposed of) as well as search for any remnant Corsola populations which survived the destruction, while helping to collect certain items that those formerly living in Pacifidlog Town have requested be looked for.

You will also be expected to look for signs of invasive Toxapex and Mareanie, and work with others to corner and catch any of those who present themselves for later relocation back to Alola, to prevent the invasive species from transforming the dead Corsola colony into a breeding ground.

Further details will be provided on-site. You will be expected to work semi-solo, however others will be present doing similar work nearby. Pokeballs and additional supplies will be provided on-site.

Note: being a good swimmer is required to take this mission, as much of the area is submerged.​

[ ] Ranger Lodge Reclamation and Demolition
The Union is seeking those who are willing to help continue the deconstruction of the former Hoenn Archipelago Ranger Lodge, located on an island south of Sky Pillar, which was mostly destroyed during the conflict between Groudon and Kyogre. Due to the violence of its destruction, concerns remain that pollutants may be leeching into the environment, and a quicker dismantling is now in order.

You will be expected to help bring down what parts of the lodge remain standing, drive away curious or territorial Pokemon, and help local waste disposal and environmental cleaning experts collect potentially hazardous materials, set up quarantine locations as necessary, and provide them a measure of protection from potentially hostile wildlife.

Further information will be provided before departure. You will be expected to work as a small group with a team of civilians, and should adjust accordingly.​

[ ] Akako Island General Aid
Akako Island, the second largest island in the Hoenn Archipelago, took significant damage during Kyogre and Groudon's conflict and still remains largely cut off from electricity, food, fresh water, and the region as a whole. Recovery efforts remain underway, however large-scale coastal erosion and flooding have turned the progress into a slog, requiring immediate intervention to help keep rural communities active.

You will help transport goods to remote regions now inaccessible by conventional means, check in on other communities and help facilitate evacuation orders to safer lodgings in the event that these areas are deemed too damaged for people to remain. You will also provide aid for any identified threats on a case-by-case basis, and of particular note, Akako's vast Makuhita and Hariyama population, both of which were heavily impacted by the damage done to the island, are noted as being of high and elevated risk of coming into conflict with local inhabitants.

Further information will be provided upon arrival and when arriving at specified towns. You will be expected to work in a pair with other rangers to provide additional safety. Additional gear and supplies will be provided on-site as necessary, working from a forward base that is being established on the coast.​
 
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Pacifidlog Clean-Up | 1.1
Vote results

Quick summary:
[X] Pacifidlog Clean-Up wins at 28 votes.​

QM Note: I'm not 100% on this chapter. I struggled on this for some reason; maybe because of all the dialogue, maybe because I just have nerves. Whatever the case is, if there are mistakes here, please let me know.

Also, as Kamkong suggested, I've also added artwork to the EXP tracker and given ProfHardraad 20 EXP as a reward for two images.

Edit: Apparently the new Pokemon Snap disagrees with my depiction of Mareanie, which are said to form groups. I've adjusted the wording on the Pokedex entry in this chapter to better adhere to that lore. I actually startled giggling when I realized the contradiction because what a funny way to be lore checked. Need to remind myself to check the side-game section on Bulbapedia more often.

Your choice, with some hindsight, was probably set in stone the second you saw the mission in Pacifidlog.

Not to say that you chose the other missions for no reason. All four of the missions you plucked out of the larger list had something which drew your attention.

You could go on at length about how you already know how to identify unusual Magikarp behaviour, on account of your family's main staple catch being Magikarp, and Magikarp are only harmless until they very much aren't—a fact forged in a legacy of sunken ships and destroyed families.

You could also go on about how something like demolition duty was an area B.B. would excel in, that it would give him an outlet for his more destructive impulses.

There are a handful of reasons you chose each of the four missions, and yet...

The mission to help clean up and clear out Pacifidlog possesses your attention far more than any other.

A part of you—the professional part—wants to say the draw the mission has on you is because you are a very good swimmer and know how to swim in an ocean environment.

The more realistic parts are, however, pointing out the truth:

You want to—almost need to—take the mission because you remember the Corsola back in New Mauville. Because you remember the conditions, the sounds it made, the fear it carried. You remember the horrors, and you aren't sure if you'd be able to focus on anything else if you didn't take this mission, if you didn't follow this path to some additional closure.

You need to make sure as few Corsola as possible experience anything like what the one trapped in New Mauville did.

And so, even if you feel it's maybe a bit personally-driven, you reach out and accept the mission with a tap of your fingers.

The window blips away, replaced by a loading screen. The screen itself vanishes a few breaths later, replaced with a small blurb and a map, collectively instructing you to go find the person in charge of this mission—someone by the name of Mahana—at a meeting location not too far away.

The map draws a line out of the mission control room, down some stairs until you're on the same level as the main deck, and then down another hallway to a room listed '185D1'.

You memorize the room number and route as best as you are able before swiping it all away and shortly thereafter logging out of the terminal.

Checking once to make sure you had everything on you—B.B.'s Pokeball, ID card, phone, so on—you take in a deep breath, let it out, and then turn around and leave the same way you came in.

Stepping out of the mission control room and into the hallway it is attached to reveals that, in the short time you've been choosing a mission, the crowds have already grown. You end up squeezing past a pair of rangers making their way towards the mission control room only to find nearly a procession of others following after them. You spend a lot of time with your shoulder to the wall getting past the river of people, before finally escaping out into the wider, main corridor the hallway connects to.

You spot even more people making their way over; a veritable tide coming from the direction of the sleeping quarters. Clearly, the other new arrivals are catching up with you, and that thought pauses you mid-step, about to depart again.

You scan the crowd, looking—hoping, just a little—that you might spot Suzume among it, so that you could say a second goodbye, maybe agree on a later meet-up, once you're both back on the ship and resting.

A few seconds pass, the crowd continues to move on, breaking off to head down the hallway.

You see no sign of her grey hair or pale skin.

Mild disappointment washes over you, but you push it down. You can make time for her later—when you and her get back. You might not have her phone number, but you could definitely get Dario to give you it, or just track her down in the mess hall, you're bound to run into one another eventually.

You force yourself to move on, mentally kicking yourself a bit. You are probably keeping people waiting by standing around, you have to be focused on the mission.

The reminder of the mission causes a reemergence of nerves. You try to swallow them down as you go, and think you're making good progress when, called up by the nerves, memories bubble up. Stressful memories. Things you've been trying not to think about.

Your brain is not kind, in that respect.

You remember Lazza, back in in east Orre, staring at you as if you just revealed you were secretly a Ditto in disguise all along. The conversation that accompanies that memory—the one where you tell her you're heading out to Hoenn—hadn't gone terribly well.

It wasn't a fight or anything. Not really.

But Lazza had told you not to go, with an expression as if she couldn't comprehend why you were even considering going in the first place.

East Orre has its own problems—I'm not saying Hoenn doesn't need help, but does it need us more than Orre does?

Your jaw starts to clench.

Why not leave it to the professionals?

A surge of anger boils away in your stomach as you take the first flight of stairs.

As if you aren't professionals! As if the rest of the world doesn't matter, as if you are someone who could just see people hurting so badly and not try to help when the call for aid comes out!

You only notice you're stomping down the stairs when others nearby start inching away from you and giving you wary looks.

The anger in your stomach rockets up to your face, a flush of shame burning away at your ears and cheeks. You choke in a breath, loosen your jaw, and breathe out. You repeat until all that's left of the anger and shame are dull, cooked coals.

You don't blame Lazza, not really. It isn't that simple.

Like she said, east Orre has its own problems—a lot of them. Maybe none as catastrophic as Groudon and Kyogre, but it has so many problems, and it never has enough manpower to deal with all of them. Her choice to stay behind and keep helping their region while the rest of the world went out to help Hoenn is understandable, you don't blame her or your friend group for staying back, not Duncan or Kenza or Macks.

It just... it didn't make it any less lonely, though.

Your arrival at your intended floor is what finally gets the memories to relinquish their grip on your mind. Your face still smoulders with mild shame, and you reach up to smack your face with both hands. You force your mind to focus, and take some additional deep breaths. You can confront this later, when you're not busy.

You have a job to do.

Once the heat is mostly gone from your face, you march forward. You jump your gaze between the doors, between the numbers listed on them. The way the numbers are given to each door is beyond you, there isn't any recognizable pattern, but there doesn't need to be—it's a hallway and the room had to be here somewhere.

'Somewhere' in this case turns out to be two doors down from the door leading out onto the main deck.

You walk up to the door with 185D1 listed on it and don't let yourself procrastinate any more. You grab hold of the handle of the door and twist it open.

The room inside is small and mainly taken up by a single large table with a scattering of chairs spread out around it. Sitting in the chairs are three other people, with a fourth leaning up against the wall—they're all looking at you, alerted by your entrance.

You notice a moment later—distracted by the stares—that they're all wearing orange and black wet-suits.

Trying to say something doesn't get you very far, so you pause, clear your throat of the emotions you'd been tangling with in your head, and then try again. "Pacifidlog clean-up?" you try, your voice coming out mostly normal.

The woman leaning up against the wall immediately perks up, a smile full of teeth widening across her face. "That would be us," she confirms. "Which means you're the one we're waiting on—Kylie, right?"

Waiting on—had you taken that long? "I am, yeah—I arrived less than an hour ago with the other new arrivals being stationed here in the archipelago," you manage.

"I'm Mahana, rank four ranger from Alola, and leader of the ongoing efforts to help the native Corsola population in the archipelago," Mahana explains, pushing off of the wall. She walks towards you, only to stop short, reaching down towards a cardboard box tucked up against the wall and prying the flaps open. "We were actually about to leave before I got notified someone else had signed onto the mission, so we stuck around, but we were all already changed and our transport over to Pacifidlog had already been called. That was all my mistake, I should have taken the mission down after we decided to head out with the people we had, but there's no changing that now. Our transport agreed to wait a little longer for us, but we are burning daylight at this point."

So you weren't at fault for people waiting for you. That's good—that's a relief.

Mahana snags an article of black and orange clothing out of the box and tosses it at you.

You manage to awkwardly catch it on your arms, half of it ending up flopped over your head. The stretchy, smooth material you come into contact with quickly informs you that you're holding a wet-suit.

"If that one doesn't fit, tell me, but you need to get into a wet-suit before we head out. The room across from us is the one we've been using as a changing room," Mahana explains briefly.

You pry the wet-suit off of your head and crumple it into a rough ball in your arms.

Mahana and the other people there are looking at you expectantly, and you can't help but feel a little rushed in that moment. You wish you had a second to sit down and actually speak with any of them, but you are able to recognize you don't have the time for it.

At the very least, being thrust into work like this is bound to keep your mind off of any other thoughts.

You give Mahana a nod. "I'll be as quick as I can," you promise, already turning towards the other room.

"I'd appreciate that, yeah," Mahana says from behind you.



The personnel basket rattles and creaks beneath your feet as it descends down the side of the Redeemer.

It's cramped between the five of you, and to be honest the machinery doesn't sound thrilled about your collective weight—especially not with each of you carrying a relatively heavy cardboard box full of additional supplies with you, but there are only so many ways down a ship this large without a dock that doesn't involve leaps of faith.

The sky above is now fully replete with grey clouds, and rain comes in infrequent bursts—mixed showers that spits rain down onto your hair - you'd put your hat away with the rest of the clothes in your thankfully-waterproof bag when you changed into a wet-suit - and shoulders.

The wet-suit you crammed yourself into several minutes ago fits... okay. Just okay. It is clearly designed to fit a decently wide range of body plans, at the cost of not being a perfect fit for any of them. It's fairly tight around your shoulders, loose around your thighs, and it loves to bunch up around your wrists, but it's perfectly serviceable.

You're not expected to pay for it, and frankly, you are pretty sure none of the other wet-suits in that cardboard box would fit any better than this one. Probably worse, if anything.

You shift back on your heels, sparing a glance down towards the waters below—to the transportation that will take you to Pacifidlog: a middling-sized, pink-painted tugboat. It is a boat that, maybe besides the colour, would not be out of place back at home; a well-worn, older machine with some dings and scratches but maintained with considerable love and care.

The pink does give away the fact that it isn't union-owned, though. As does the label painted across the side in white paint: Pacifidlog Towing Company, joined by a cartoon depiction of a smiling Corsola just next to it.

The basket drops another handful of meters before it finally creaks to a slow stop, arriving roughly flush with the lip of the tug. It shudders once, metal adjusting to the pull of gravity, before easing out.

Further out you spot the door to the tug's cabin pop open and a pair of figures emerge out: an elderly woman and a man in his early thirties, both with blue hair and tanned skin, though the colour of the woman's hair has long since faded with age. The two of them start making their way towards your group, the woman leading and the man hovering next to her.

Mahana, with box held under one arm, reaches out and grabs hold of the frame of the basket as she surges forwards and hops out, landing on the deck of the ship.

The others are quick to follow, hopping out one-by-one onto the ship below, leaving you to step out last onto the tug's deck.

"Mahana, Amadeo, Yeong-Chul!" the woman calls out loud enough to punch through the noise of churning seas and intermittent rainfall. "It is good to see the three of you again so soon. Welcome back to my vessel—I see we've lost some familiar faces, but gained some new ones."

The woman and the younger man come to a stop a short distance away, and Mahana jogs a little forward to greet them, a smile pulling back across her face.

"It's my job and passion, Tomiko—I told you I would be back as soon as I could," Mahana tells her, coming to a stop and resting her free hand on her hip. "We did lose Jacob and Miki to other missions, but we've taken on Kylie—the woman with purple hair—and Wei—the one with ginger hair. Kylie, Wei, this is Tomiko Shiratori, owner of this fine vessel, and her grandson... Tsuneo?"

"Souta," the man—Souta—corrects idly, though he seems unbothered by the mix-up. "Tsuneo is still in the cabin. It's good to see you all again."

"Sorry man," Mahana says breezily, "I still can't tell you two apart."

"You wouldn't be the first—blame it on the fact that neither of us wear our hair all that different, I suppose."

Behind you comes a shudder, then a loud creak, and you turn to find the personnel basket making its way back up the side of the Redeemer, reeled back in by the operator managing departures.

"I think that's the Union telling us to get a move on," Tomiko says, amusement tinting her tone as she folds her arms behind her back. "The weather hasn't gotten any worse quite yet, but then I would prefer not to be out in bad weather at all. Let's head back to the cabin."

Tomiko doesn't wait for a reply, instead pivoting in place and making her way back across the deck towards the door she and Souta emerged from. Her grandson is soon next to her again, and now that you're close enough to see, you can spot the stiffness in her walk and the way Souta is genuinely hovering.

She hides it well, but you think Tomiko is likely in a sizable amount of pain. You don't know where she feels it, but the rigidity she walks with and the intense care she takes to path each step says a lot about her condition.

Mahana glances back at the rest of you—then focuses on you, seeing your gaze. She shakes her head minutely, then turns back. With that, she's off—tracing after Tomiko and Souta with box in her grip.

The rest of the group surges after her belatedly, like the tumble of a wave that hadn't quite realized it collapsed. This time, you find yourself in the middle of the group, and take the moment to finally identify who you're even working with—and only because you saw where Tomiko was looking when she named each individual person.

To your right is Amadeo, a short, compact man in his early thirties, with a muscular, if short build. He is shorter than you, but he's also decidedly bulkier: a layer of fat joined by a layer of muscle that speaks to an amount of physical strength not even you could sneeze at.

To your left is Yeong-Chul, tall, slender and pale, but with a perfectly-shaven head and no sign of facial hair to speak of. His expression has remained unchanged since you first met him back in the meeting location: perfectly neutral, impossible to read.

Finally, a small ways behind you is Wei—defined by his dense, curly copper hair and thick, bushy eyebrows as well as stubble. Freckles dominates the space where there is no facial hair, and he is a little taller than you are, but not by much.

You and Wei are apparently the new arrivals, while the rest are here for round two.

"Oh, right, watch your head," Souta calls out as he and Tomiko vanish into the cabin.

Entering not long after him, you find the source of his warning almost immediately: the ceiling above is decorated with nets, and amid the nets is—well.

You don't actually know what it is, besides a Pokemon.

Beige fur marked with brown stripes and circles covers a four-limbed, mammalian body-plan made up of two arms and two legs. Each of the arms and legs ends in a set of long, delicate claws, and it has a small, round head, droopy eyes, a thick, almost pig-like nose, and a wide mouth. It is hanging from the net above by its long limbs, watching as your group entered with an intense passivity, and when it begins to move again—to climb somewhere else, it does so with glacial slowness, reaching out to gently latch onto another bit of rope and pull itself along the ceiling.

"I don't remember a Slakoth in here the last time we were over," Mahana interjects, jolting you from your Pokemon watching.

Slakoth, then. You'll have to look that up later. You still have no idea what it is, not really, but the name does seem fitting.

"We found him floating on some boards a few miles out," Souta's voice says, and you glance in his direction—

Only to find two of him, side-by-side.

You blink, and only then recognize this 'Souta' is wearing different clothes from the one who had greeted you on the deck—flannel joined with jeans and rubber boots, rather than navy-blues and yellows.

That would... probably be Tsuneo then—it would explain how Mahana got them mixed up, because aside from their clothes, the two were virtually identical in every way. Same rough hair-style, same facial features, same eyes and ears and nose and all the rest. They were twins.

"Did you name him?" Yeong-Chul speaks up, sounding interested.

"His name is Driftwood," Tomiko says dryly, having made her way over to a table surrounded by chairs you completely failed to see until this point. "We couldn't agree on a name for him, so we named him after what he was found on."

"...Kooooth," Driftwood affirms. You watch as he climbs further up into the netting until he's cradled by it, and then slowly rolls onto his stomach so he can stare down at all of you.

In the moment of silence that follows, you take the moment to glance around the cabin interior to get your bearings.

It is surprisingly homey, now that you're looking at it. The floors are all wood, with a metal staircase off near the back of the cabin leading up to the floor above. The back wall is covered in a combination of machinery—the kinds of tools needed for navigating the waves and managing various functions of the boats. At some point, likely recently, a pair of beds had been added, stuffed away next to the machinery.

A handful of wooden and cardboard boxes dot the interior, some opened, others remained shut, while a single window dominates the wall to your left, letting in the greyish light from outside, and showing the rain had only grown since you entered, water covering the surface of the window and leaving the space beyond blurry.

"Souta," Tomiko says slowly, reaching out to gently pull a chair out from beneath the table and lowering herself down onto the cushioned seat. "Please get us moving before the Union starts bothering us to do so over the radio."

"Yes, Grandmother," Souta replies dutifully, giving your group a nod. He jogs his way over to the spiral staircase leading up to the second floor and takes the steps in pairs of two, vanishing out of sight a few moments later.

Turning back to Tomiko, you find that she's closed her eyes and craned her head a bit back, tension releasing from her body. The wrinkles around her eyes are deep—many of them look to be smile lines, but the valleys they mark into her skin only speak of fatigue now.

"Just put the boxes anywhere—they're surplus Pokeballs, right?" Tsuneo breaks the silence, glancing towards Mahana.

Mahana nods. "Mostly Great Balls, donated by local retailers," she tells him, lowering her box down onto the ground next to her.

You do the same, placing your box down next to the door, while the others follow along, scattering the supplies out across the interior of the cabin.

"At least it's something," Tsuneo breathes, combing some of his hair out of his face. "Thank you all for coming."

"It's really not a problem," Mahana reminds him gently. "Anyway, I'm going to get Wei and Kylie up to speed on the situation. Yeong-Chul and Amadeo are at your disposal."

The two men nod firmly.

Tsuneo glances between them, purses his lips, then nods. "Mind helping sort out some supplies up on the second level?"

"Not at all," Amadeo says gruffly. "Lead us on."

The three depart, following the direction Tsuneo went, while Mahana turns towards you and Wei and makes her way over, gesturing for you to follow.

You end up by the window by the time she stops, and Mahana takes a moment to let out a long breath and lean up against the wall.

The boat purrs to life beneath your feat, engine rumbling, kicking to life with a few shuddering jerks.

A moment later, you both feel and see the boat pull away from the Redeemer and chart a course eastward.

Mahana glances away from the window and back at the two of you. "Alright, so, let's make this quick: Pacifidlog Town used to be a community of around five-thousand people with an additional estimated three thousand or so seasonal, transient inhabitants. The town was built on top of a Corsola colony which itself was rooted into the shallows between two larger islands, with the waters in the area roughly twenty feet at its deepest. The colony started off as mainly Pokemon herders, with the Corsola being their herd, which were harvested for shed material and used to create habitats they could fish in," she explains matter-of-factly. "Later on in its life, it developed, but much of the town still kept to the traditions of the initial inhabitants. Pacifidlog is... around six-hundred years old, I believe?"

Mahana pauses, thinking, before nodding.

"Six-hundred, I'm almost completely certain. Anyway, the entire town was evacuated during the fight between Groudon and Kyogre. This was primarily evacuating the human inhabitants, but the Union also did a lot to evacuate those Corsola who were willing to leave the colony—almost exclusively Corsola who had bonded with individual people," she continues. "However, the vast, vast majority of the Corsola remained, many had become completely stationary after generations of caretaking by the locals, growing into tree-sized, rooted organisms. This is normal, I can see that neither of you know that, but when properly handled, non-worker Corsola - or Corsola raised primarily for reef building and shed branches - usually become stationary within sixty to seventy years, and keep growing for hundreds of years after.

"These ancient Corsola are the bedrock of these reef systems—they keep the ecosystem healthy, provide habitats for other wildlife and Pokemon, and they are all dead. The conflict between Groudon and Kyogre created waves of boiling water and intense earthquakes, which resulted in the die-off of around eighty-five percent of the colony. It takes between fifty-five and sixty-five percent of a Corsola colony dying for a colony to begin experiencing a rapid collapse, where Corsola will either die from stress or abandon a colony, but this damage occurred so quickly and so completely that most couldn't escape."

Mahana pauses, taking in a deep breath, then letting it out. When she looks at you again, this time, her gaze is sorrowful, but resolute.

"Normally, even though something like this is a catastrophic loss, it is still a recoverable one. Dead colonies can be reseeded with new Corsola who will use that material to build up a new reef, and that's what I initially set out to do when I coordinated this mission with locals looking to return home," Mahana explains, more slowly. "But as you signed up for the mission and presumably read it, you know that this isn't what we're here to do. When we surveyed the dead colony, we found that Kyogre's activity had drawn in a large number of Toxapex and Mareanie who had completely infested in the remains of the colony. In Alola, this would still be bad, but the Mareanie and Toxapex who were born from the infestation would be killed off by local predators, whose populations would grow in accordance with the Mareanie and Toxapex populations, and eventually decline with said populations as they were hunted.

"In Hoenn, this is catastrophic.

"Hoenn does not have a native population of Mareanie and Toxapex, and the predator population isn't robust enough or adapted enough to contain it. If nothing is done, Mareanie and Toxapex will establish a stable breeding population, and the Corsola of Hoenn, at least in the archipelago, will be driven to extinction. There's no other way to put it, frankly."

You breathe out heavily. "Is it containable at this stage?" you ask.

Mahana firms her shoulders and nods at you. "It is, I need to stress that to both of you. Pacifidlog is going to look bad, and the situation is, on its own, similarly fraught, but it is recoverable. What we need to do, however, is remove their source of food—the dead colony, in particular, and catch those invasive Pokemon that we can. By removing this safe space for them to eat and reproduce while thinning their numbers, they will be forced to compete for food with the native Pokemon who have an advantage over them. It will take some time, but without Pacifidlog, their population will not be able to grow and stabilize, and eventually, they will die out."

You're going to spend some time reading up on Mareanie and Toxapex in your Pokedex when you get the chance, if only because you aren't actually familiar with them as a species. They didn't survive in Orre, probably because they'd have to compete with the huge swarms of Tentacool and Tentacruel that lived beyond the shore, and you are fairly certain they would lose that fight.

"We'll be assigning individuals to specific locations for recovery of certain items that inhabitants wish to have back - usually key items of cultural imports - and also for the capture of any Mareanie or Toxapex you find. Finally, the last thing you'll need to do while out there is attach tethers to various locations throughout the colony. These tethers will then be attached to ships via rope, and then used to tear apart the dead colony. The pieces will then be collected, broken down into smaller pieces, and then shipped off to help other parts of the archipelago recover. After that, we'll send in garbage skimmers to collect metals and other non-biodegradable materials to be recycled."

"Anything else?" Wei asks, after a moment.

Mahana pauses in thought. "You'll probably find some Corsola—though they'll be avoiding Mareanie and Toxapex, so you might not. Some of them might be trapped in the dead colony itself, while others could have returned from elsewhere in search of their colony-mates," she tells you both. "If you find them, tell us and we'll try to get the situation handled. There's a few areas in Hoenn with surviving Corsola populations—north of Flowershore and down near Dewford, mainly, which they'll likely be moved to if there's no better option. Finding a Corsola will be a good source of morale for the people who are going to be working with us, too—people worked with me initially because they thought they were getting their homes back, and I had to tell them we had to tear it all down to prevent Corsola from being driven out of Hoenn entirely. A lot of them think they've failed Pacifidlog, and they're upset about it, a lot more than Tomiko outwardly is. Each Corsola that you find is a sign they did what they could, though, so do your best."

Your mind is brought back to the Corsola you found in New Mauville, and then dragged towards the dark possibility that when you released them, they came swimming back here, in search of their kin, only to be picked off by the local Mareanie and Toxapex.

But before you can struggle against that horrible thought, reality smacks you upside the head.

That Corsola had survived in a fairly small tidal cave with a giant, hungry Corphish living near it. Sure, it hadn't done so well, but then it had been starving and injured and cornered. You don't think many Pokemon would have dealt well with that.

No, you can't underestimate the Corsola from New Mauville like that. It wasn't fair to them.

Somehow, it not being fair to them is what makes the thought finally flush itself out of your head.

"That's about it—we'll go over specific deployments when we arrive and get into communication range with the other locals helping out," Mahana explains, lifting off of the wall and giving you both a hopeful smile. "If you need more information on any of these Pokemon, please tell me. I'm leading this mission for a reason. Also, you'll be getting around twenty Pokeballs when we arrive, and if you need more, just ask. We have something like two-thousand of them between the supplies still left over from last time and what we brought on today."

With that, she departs, heading in the direction of Tomiko, who looks finally at ease and in less pain. The two of them start talking a moment later, leaving just you and Wei in this part of the boat.

Wei nods at you before taking his leave, heading towards the stairs.

After a moment, you reach for your bag and go rummaging for your Pokedex.



Mareanie is the pre-evolutionary stage of Toxapex, evolving within three to six years on average in the wild. Mareanie spend the first two weeks of their life unable to produce toxins and thus unable to hunt, subsisting off of the egg they hatched from, biological detritus in the water and aquatic plant-life. The majority of young Mareanie who die do so during this period, targeted by the many predatory aquatic species in Alola and Galar who take advantage of their lack of defences.

Click.

Mareanie and Toxapex mainly participate in ambush predation, setting poisonous traps for unsuspecting targets to run into in the form of poisonous barbs and sticky, toxic emissions. Their poison is used to disable victims, being a non-lethal paralytic that causes extreme, disorienting pain in their targets. Once poisoned, the Mareanie or Toxapex will descend upon the wounded Pokemon and further poison them as well as disable them through physical force as required. If enough food is already present, the poisoned target will be kept alive, but stored away, until it becomes necessary to feed on them.

Click.

Mareanie and Toxapex are both human-avoidant species, and are semi-solitary, co-existing with one another in a larger community (with limited social behaviour) but with distinct boundaries between individual members. Both species are known for territorial behaviour, however these territories are uniquely noted as being relative to the available space. In cases where space is plentiful, individual members of the species will accordingly have large territories with which to establish dens and spawning grounds. When it is small, the opposite occurs, with records showing that the species will be content with territories so small that dens are within seeing range of each other. That said, establishment of individual territories is a violent affair, and often leads to deaths. The most powerful Mareanie or Toxapex in a given region will choose their territory first - usually choosing the best territory available - and will have the largest, while the weakest will get what is left over and have less territory to work with.

Click.

Alolan Mareanie and Toxapex principally hunt Corsola and supplement their diet with local wild Pokemon, while Galarian Mareanie and Toxapex largely hunt Krabby, Corphish, Magikarp and Clobbopus. The change in diet appears to be a result of the species being unable to distinguish between the common Corsola - the preferred diet of Alolan Mareanie and Toxapex - and the Galarian Corsola and Cursola. In cases where attempts to hunt the latter occurs, Mareanie and Toxapex often lose the subsequent battle, unable to meaningfully disable and injure the ghost-type. As a result, Galarian Mareanie and Toxapex have simply evolved to prefer other sources of food, even when common Corsola have appeared in the area. Mareanie and Toxapex often leave their territories to go hunting, both in the form of laying a trap and waiting in a remote location, or checking up on traps they have left behind to see if they have caught anything.

Click.

Mareanie and Toxapex both have a single common threat display: the movement of two of their limbs - usually those at the front of their body - up into the air and waved back-and-forth. This position allows them to quickly spread poisonous barbs if the threat is met with aggression, and makes them appear bigger to many Pokemon. They may also generate a noise described as like water being poured out of a jug, joined by a slight, distorted whistling sound.

Click.



It's a few hours later when you see the first signs of Pacifidlog.

Arms hanging out over the sides of the boat, you watch as your destination creeps ever-closer; a vast expanse of shallows with a small fleet of boats anchored just short of it. Many of them are fishing boats, eminently familiar, though others are civilian boats and tugs—some of them have company names on them, while others look to be in rough shape, patched up just enough to leave them seaworthy.

A kind of dockyard stretches between the individual boats anchored offshore, a network of floating wooden platforms that had clearly been put together in a rush. Some people stand out on the dock, watching as you get nearer, but you can't see too many yet.

Not that you linger for all that long, because beyond it—you see what is left of Pacifidlog in truth.

Two large islands form hills on either side of the shallows, creating something not unlike a valley around a kilometre in length, though less than half that in width. Spread throughout the valley are mounds of—well, the reef. Torn up by turbulent waves and earthquakes, mounds of dead material peek above the waves in places, joined by the ruins of wooden buildings. The surface of the water is cluttered with debris, only ever parting for the mounds or the rarer brambles of torn-apart Corsola branches that jut up from the surface below. Most of it is pure white, bleached completely, though some retain patches of fading pink, reminding you of a piebald pattern.

Off to one side, what had once been a lighthouse built across a rocky jut in the island hill has since fallen over, cracked apart into three pieces that now lay, half-sunken, into the dead reef below. A ways in, beached ships have been dragged into the town proper, and now float, many upside down, others on their sides, some sunk with only their noses peeking out from the waves below.

You spy a few remaining buildings—constructions that had, likely completely through luck, weathered the storm and came out of it still upright, but all of them have sustained damage—missing roofs, parts of walls torn away, and critically, not a single one is not half-submerged in the waters, some look to have their entire bottom floor beneath the waves.

The reef, you realize, must have sunk somehow—perhaps a collapse in the interior of the reef, possibly from an earthquake. Judging by how far some buildings were submerged, the reef would have had to drop at least several feet everywhere, up to a meter in some spots.

You can almost imagine what the town would have looked like before—an expanse of wooden walkways across a forest of coral, joined by stilted buildings and floating platforms, stretched across the space between the two islands.

But, as Mahana said, the town is gone. Wiped away, just like that.

Yet, you can't see any sign of Mareanie or Toxapex. You squint your eyes and try to, admittedly—they were purple in a land of pink and white and blue, it shouldn't be hard to find ones that were making themselves visible, but none did.

What unnerves you more is the lack of sound. All you can hear is the crash of waves and purr of the tugboat beneath your feet. There's no Wingull or Pelipper overhead, despite this being an ideal environment for them.

After what you read in your Pokedex, though, you honestly can't blame them for keeping a wide berth.

Turning around, you head back towards the cabin, passing Wei and Yeong-Chul, who had similarly come out to watch the approach.

Passing in through the already open door, you head inside to find Mahana sitting with Tomiko, Tsuneo and Amadeo at the table. Driftwood is stretched out across Tsuneo's shoulders, hanging off of him like a scarf, eyes shut and apparently completely asleep.

On the table in front of them is a number of sheets of paper—maps, mostly, but with charts as well, alongside a handheld radio. As you get closer, you begin to make out that the maps are older maps of what Pacifidlog used to be, a glimpse at what you saw only the footprint of back out on deck.

Mahana glances up at you as you get closer. "Kylie, good—I'll go grab Yeong-Chul and Wei once we're done," she says, gesturing for you to join her. "We've coordinated with the others docked outside of Pacifidlog, got a list of what people wanted searched for as well as sightings of Pokemon in the area over the last couple of days they've been sitting here. They've got some areas already being covered with help from local trainers—normally, I'd be yelling at them about that, and I do expect to have to send one of you guys over to do a sweep over the areas they have covered, since I bet they'll miss things, but we're low on manpower and I really cannot bring it in me to complain."

As you arrive next to Mahana, you nod, staring down at the maps below. "So what are we looking at?" you ask.

"We're approaching via the east entrance, so orient yourself with that in mind, but you've got a few options for where you'll end up," she explains, tapping the rightmost part of the map. "You've got three choices here, and I'll start us off with this one."

She moves her finger up, draws a circle around an area nestled against the northern island next to Pacifidlog.

"This was hit the hardest by the earthquakes out of the entire town. The ground's full of new crevices and the colony there is already pretty broken up, which means you'll be dealing with weird and unpredictable currents, which will be hard to swim through. This area was the town square, and in it is the town hall—the building actually survived the storm besides the roof caving in, but the bottom floor's flooded in. When you're there, you'll be expected to go searching for a Clamperl pearl that the town enshrined upon settling the area all those years ago—it's a cultural relic of some importance, though if it's gone, it is gone. Still, you'll need to look for it. All the same, you'll be going over there with around six or seven tethers considering we estimate its been broken up into about that many small pieces, and you'll need to work around a lot of open water. There won't be many places where it'll be shallow enough to stand."

"What about the Mareanie and Toxapex in the area?" you ask.

"That's more simple—there's been a few sightings, but not many. It's on the lower end, but you should expect to see at least a few. You might also want to look out for dens—with that many crevices you could probably find a few egg sites," she explains. "Moving on..."

Her finger traces southward, then draws a loop around another area, this one in the centre of the gap between the two islands.

"This is what remains of the dockyard. You probably saw some of the boats while you were out on the deck, but if you didn't, well—you will soon enough. One of the major concerns is the boats, though—we have two vessels you'll need to look over, as both were mothballed fossil fuel engine boats that had been floating there for the better part of forty years. The problem there is that we have it on good authority that at least one had been intended to be a temporary place to store fuel after Pacifidlog stopped using fossil fuel engines, and they had some excess fuel lying around that people wanted stored more securely. As with many temporary solutions, people forgot about it, and now there's a chance we have a ship that's leaking petrol everywhere. You'll be sent over with a structure foam gun to fill in the holes if there are any, and we expect there will be. You'll be given around five tethers to get the area prepared to be pulled apart, and there's been some frequent sightings of Mareanie and Toxapex in the area, but only a bit more than the first area I showed you. It's mostly the boats we're worried about, here."

Her finger skirts down further south, right up to the southern island.

"Finally, there's what's left of the lighthouse, which you definitely saw out there. It's collapsed into three pieces and fell on top of the produce markets in the process. The colony there was also heavily bleached by boiling water, but not as heavily impacted by the seismic activity as the rest—it's all still in one piece, roughly. Unfortunately, this is one of the hotspots of Toxapex and Mareanie activity, on account of the fresh produce that was being stored there when Groudon and Kyogre began fighting. The amount of activity in the lighthouse has me concerned as well, so I'll need you to go and investigate what's going on in there—it could just be an advantageous place to be, especially with nearby food, or it could be something else. I'd prefer to know before we start pulling things apart. You'll be given three tethers to put down—we think we can pull this one off of the rest of the colony fairly easily due to how the lighthouse has already partially broken it off while keeping it in one piece."

Mahana turns to look at you, then. "So?"

You give it a moment of thought, considering. "I think I'll take the..."

Choice:
[ ] Former town square

[ ] Destroyed dockyard

[ ] Toppled lighthouse
 
Last edited:
1.2
Vote results

Quick summary:
[X] Destroyed Dockyard won at 27 votes.​

Edit: Did a fair bit of work fixing up word tense in this chapter. I still instinctively write in past tense third person, so this is a problem for me lol

"I'll take the dockyard," you tell her.

Mahana looks at you with a glint in her eyes. "Can I ask why? I was expecting to have to handle that one myself—most people don't jump at the chance to deal with noxious chemicals."

"Well, I know the risks, and I know what I'm dealing with," you explain frankly, shrugging your shoulders. "I'm familiar with boats, and it's the place I can see myself being the most useful."

Mahana acknowledges that with a nod. "Alright then—first thing's first, though." Looking away from you, she reaches down and taps one of the numerous boxes stacked near her feet. "Go rummaging through here—pick out a respirator for yourself and your partner, get some gloves, a batch of pokeballs—take twenty—and take five tethers."

You peel away from Mahana's side, dropping down into a squat next to the boxes. Each of the tops are labelled with marker, indicating their contents, and after you find it, you reach for the one listed with 'PPE'.

Prying the cardboard open reveals two rows of respirators tucked next to a mixed blend of safety equipment—mainly rubber gloves.

You take two respirators and a pair of gloves, placing them down next to you, before closing the box and checking the others. You find the one with 'pokeballs' listed on the lid is within arms reach, but a second later you notice something missing.

"Which one has the structure foam gun inside of it?" you ask, opting to reach over and pry open the pokeball box with it being so close. "None of the boxes here seem like they would have it."

The inside of the pokeball box is a mess of tiny shrunken balls tossed haphazardly into a pile. Most of them are great balls, but there is a scattering of others. You reach inside and grab a mixed handful, bringing them around to drop them, one-by-one, into a spare pocket on your bag, counting each one as it leaves your fingers.

"You'll have to get it from Pacifidlog's former dockmaster," Mahana tells you. "He's the one providing it, and he shouldn't be hard to track down once we dock. He's a pretty involved member of the community."

By the time you count twenty, the pocket of your bag contains nine great balls, six pokeballs, two lure balls, and three ultra balls.

You zip the pocket shut and move on to the last box you'll need—this one labelled simply 'tow supplies'.

Popping it open reveals carefully-packed bundles of thick, blunted metal hooks with dull barbs adorning them—kind of like tiny anchors, but meant to catch on something with a lot of surface area or places to hook into, judging by its construction.

As you work on unfastening a bundle to get access to the five tethers you'll need, a thought occurs to you.

"Will five even be enough?" you ask, thinking about the logistics. You still don't have a perfect grasp on the scale of the area you'll be looking over—you've seen a map, sure, but this is a town you're helping to dismantle here, and even if you're only dealing with a section of the town, that is still a lot of ground to cover.

"As far as I know, it should be. It won't just be the tethers—they'll be lashing rope around parts of the reef closer to the water," Mahana tells you, "but even if that still isn't enough, well—it's not as though we only get the one chance here. We can go back, put more tethers down, and do it again. The point is ultimately to break up the reef and uproot it from the shallows, which might not take as much effort as you're thinking."

That's a fair assessment, honestly. You dip your head and move on. "Do you have any more information on the state of things over there? The models of boat I'm looking for, other hazards besides the petrol and invasive wildlife?"

This time, you're looking at Mahana when she answers, and the expression on her face is apologetic.

"Again, you're going to have to talk to the old dockmaster, Ibai Park," she tells you bluntly. "Sorry—I know that's not helpful at the moment, but I don't know that much about powered boats, and even if I did, there was only so much time I had to get information relayed to me on our way over, so I didn't really get the chance to stop and ask for details."

You tuck the last of the supplies away in your bag in silence before rising to your feet. You breathe out, pulling your gaze from Mahana and instead looking towards the door as you adjust your bag's strap. It's gotten kinda heavy. "I'll track down the dockmaster, then," you agree.

"I wish I had more to tell you, but you'll get that information soon enough. Actually—how close are we to dock anyway?" Mahana says.

"We're arriving now, as a matter of fact," Tomiko drawls, and you have to restrain the jolt that tries to run through your body. You'd completely forgotten she was there, and judging by the look of amusement on her face, she knows that too. "Miss—ah, I never caught your full name."

"Kylie Parsons," you reply politely.

"Miss Parsons, then, would you mind accompanying this old woman to visit the greeting party?" Tomiko asks, though she is already starting to get to her feet by the time she finishes speaking. She's evidently made the decision to go there anyway, what's up for debate is whether or not you'll go with her.

You watch her movements closely, the stiffness returns to her the second she puts any weight on her right leg, spine going ramrod as she rises up to a stand. Tomiko meets your eyes, almost in challenge, and you're brought back to when Mahana caught you noticing Tomiko's pain, only to shake her head at you.

You're not winning the fight to get her to stay seated until the ship stops, you realize that much.

So you don't bother to try. "I wouldn't mind," you reply, because you'll have to go there anyway, and maybe you can make sure she doesn't topple over in the meantime.

Tomiko's expression relaxes minutely, and as she rises to a full stand, she twists her head around to stare in the direction of her grandson, who is slowly migrating in her direction. Tsuneo freezes when he notices her looking at her, and Tomiko smiles blandly. "Tsuneo, be a good child and tell Souta that Miss Parsons will be seeing me out onto the deck, so he doesn't need to fret."

Tsuneo's face is as cramped and stiff as Tomiko's walk, and you can almost see the warring instincts at play in his head. Eventually, though, he flicks his eyes between you and his grandmother, before he less relaxes and more droops, breathing out a sigh. "Very well, grandmother," he says with the grudging obedience of someone who knows there's no victory in resistance, "but please be safe—the deck is wet and slippery."

"I know that, child," Tomiko chides him, though her tone and expression have eased out again. She turns to look at you. "They fret so much, but I suppose I've given them plenty of reason for it. Come now, let's go."

With that, Tomiko sets off towards the exit.

You spare one last glance at Tsuneo - who stares at you with a beseeching expression - before turning away and following Tomiko towards the main deck.

Stepping out onto the main deck, the first thing you see is the dock from before coming closer and closer into view—the tugboat you're on gradually pulling its way towards an open space. The single person from before who had seen your ship on the way over has since multiplied into a crowd of maybe ten, maybe fifteen people; some on their boats, others clustering across the makeshift wharf as they wait.

The second thing you notice, stepping out onto the deck, is the smell. The familiar scent of the sea hangs heavy in the air, but there's something behind it that adulterates the scent. It's a sickly, almost sweet scent—rancid like spoiled fruit and milk.

Your nose wrinkles.

Yeong-Chul and Wei notice your arrival, taking a moment to pull away from their conversation near one side of the boat and head back towards the cabin. The two of them nod at both you and Tomiko as they pass, vanishing back through the door you exited out of.

You follow Tomiko up to the middle of the deck, where the elderly woman stops and turns to look at their approaching destination.

"You know, the town started like this," Tomiko says into the winds as the boat pulls ever-closer. "Or so my parents used to tell it, anyway. Boats—sail boats—connected together by wood they scavenged from local islands and plucked out of the sea, with their Corsola swimming next to them. Not a soul agrees on why they chose this place specifically; my mother's family always said they ran aground in a storm, while my father's always thought they chose here to take advantage of the trade between Sootopolis and Mauville. Personally, I think it might have been a mix of both."

The tug pulls in closer and the sound of its engine dims. The entire vessel begins to slow, preparing to dock.

Wordlessly, you extend your arm out to Tomiko without looking at her.

A second later, a trembling hand reaches up to grip your arm. It's a strong grip, deceptively so for a woman so old, and you can feel the thick callouses on her hands through your wet-suit. A thought strikes you that Tomiko likely never stopped working since she first started as a child—she reminds you of the many elderly people back home who are much the same. Even now, at her age and with everything she knows torn away, she's still at it.

"What they can all agree on is that the consensus was that this was a good spot to make a home, so we stayed," Tomiko tells you, her voice dipping into a slight rasp. "Nobody's sure why we left our last home in the first place."

The tugboat stutters, and Tomiko's grip on your arm tightens to the point of being painful.

Then, finally, the tugboat comes to a firm, but gentle, stop. It floats sedately next to a long length of patched-together wooden wharf, the crowd waiting just beyond surging in from where they had been scattered across waiting, all of them stopping just short of jumping onto the deck itself.

A chorus of noise blares out from the people waiting for the boat. Greetings call out, joined by happy proclamations welcoming Tomiko and her grandsons back.

"Auntie! How many rangers have you brought with you?" One voice calls out—a heavyset girl, maybe fifteen or sixteen, with muscled arms and shoulders, her hair pulled back into a ponytail and dressed in a t-shirt, shorts, and flip-flops.

"How were the seas?" another calls out, this time coming from a man, bald but with a beard so voluminous it looks as though his hair had merely migrated south. "We saw the storm coming in, can't say I wasn't worried!"

Tomiko is clearly a beloved member of this community. A pillar of it. People looked to her for guidance, for hope.

She releases your arm and steps forward a pace, so that she's slightly in front of you. "Now now, give my old bones a moment!" Tomiko calls out, a smile creasing the wrinkles on her face—showing just how many of those lines of age had been born out of such smiles. "Ibai! I know you're here! Stop sniffing around the side of my boat and get out here!"

The entire crowd turns their heads to stare at something to their right, hidden from your line of sight by the side of the boat.

"What did you do?" the teenage girl from before asks, planting one hand on her hip.

"Nothing!" A man's voice shouts, sounding scandalized, soon followed by the man himself emerging from the side of the boat and into your line of sight. "I was just checking on the state of the boat. You've always been so kind to her, Tomiko, but I can't help but worry all the same."

Ibai Park is a tall, tan-skinned man in his mid-40s, with a build you might describe as lanky—as if he had never quite managed to grow out of those awkward teenage years where your arms and legs are a bit too long relative to the rest of your body. His hair is a bright, green-blue, and falls in a messy short cloud of curls around his head. A pair of round, thick-lensed glasses perch on a pronounced, but most certainly crooked nose—from the looks of it, a nose that has been broken a good number of times before now.

Wearing a high-necked, long-sleeved shirt that covers everything from just below his chin to his wrists, worn beneath a set of denim overalls covered in grease and paint stains, and finally being capped off by near-knee-high rubber boots, the one thing you're left thinking is that he must be miserably hot in all of that.

Your wet-suit is only just barely tolerable in this heat, and Ibai's wearing the equivalent but made out of normal fabric with another layer on top of it.

"I know you fret about us, Ibai, but you'll have time to inspect the vessel later. Before that, I have the ranger who will be handling the dockyard with me," Tomiko explains smoothly, gesturing towards you with one gnarled hand. "This is Kylie Parsons, she claims to know her way around boats."

You would have missed it if you were any less perceptive—hell, you would have missed it if you weren't trying to estimate how many times Ibai's nose would have had to be broken to get it into that shape. The movement is fractional, half-hidden by the glare of the sun on his lenses, but—

Ibai's eyes focus on you at your name, then jump to your hair, back down to your eyes, and his entire face, already relaxed, goes perfectly, intensely flat.

You resist the urge to frown, and remind yourself that if he's professional, you'll be professional. You don't especially care if he has already developed opinions on you as a person, but if you had to guess, you probably do not need to tell this man where you came from.

"It's good to meet you," you say, and it's only a partial lie. You need him for something, after all. "If it isn't a problem, I need to know a lot more about what I'm walking into out there before I head out."

Something in Ibai's posture relaxes fractionally, and he quickly nods. "I can only imagine, and you'll need that structure foam gun I promised. If you'll follow me, I'll show you to my ship, where I keep it and the records I'll need to check." His voice is still as friendly as before, but maybe because you're partially on edge now, you can't help but wonder if it sounds a bit fake.

You feel Tomiko gently pat you on your shoulder, and turn to look at her.

"He's got a good head on his shoulders," she tells you quietly. "Thank you for helping us."

You feel some of your own tension ebb out—had she noticed..? Of course she had. You should never underestimate your elders, not just because they had wisdom, but also because a lot of them had really good aim with sandals. "It's my job," you tell her honestly.

"Not everyone would do it," Tomiko tells you bluntly. "Not everyone can do it, but ah—I'm distracting you. Off you go, now."

This time when she pats you on the shoulder, it's more of a forward nudge. You follow the motion through, heading towards where the boat meets with the wharf.

"As for the rest of you—come onto the deck if you'd like. Don't touch anything, you know the rules, we've got supplies in here that have to be used well, and not fooled around with. Now, Aspen—you were asking about the rangers, yes? Well let me just..."

You tune Tomiko out, stepping out onto the wharf while people around you step onto the deck. The wood shifts minutely under your foot, especially as more and more people move from it to the boat, and you turn a moment later to find Ibai waiting for you a short distance away, standing between two ships that form an alley.

Jogging up to him, you grip your bag tight so it doesn't bounce, and only slow once you're by his side and he starts walking again.

Ibai doesn't strike up a conversation with you, and since you're not inclined to try either, the both of you are left with the slowly-fading backdrop of general chatter from behind, Tomiko fielding and answering questions. Eventually, it devolves into a nearly-indecipherable murmur of noise, but you notice with some surprise that it takes a lot longer than you're used to for it to end up that way.

When it does, you spare your attention on your surroundings, instead. The wharf beneath your feet forms tight corridors and alleys, crammed between bobbing boats lashed to it or lashed to one-another. Strings of light-bulbs attached to plastic wires hang between boats from above, showering gloomy paths with light. In other places, ropes and cords have been used to air dry clothes, hanging free in the sea breeze. You spot a few flags, flying overhead—you recognize the regional flag of Hoenn, but there are plenty of others you don't recognize.

The history Tomiko spoke of resurfaces in your mind as you pass through the area, and though there aren't many boats here—presumably only those who are willing and able to come out and help—it is not hard to imagine these boats becoming the basis for a town, given the right conditions and environment. You can see how the wharf would be anchored down by Corsola and thereby become a path, you can see how boats might be repurposed into homes or other buildings.

"This is it right here," Ibai interrupts your chain of thought, turning a corner, and when you follow him and his gaze, you find his boat.

It is a striking vessel—your first thought is to say it's heavily modified, built out of pieces of other boats, but its design is so distinct it could very easily be hand made, rather than built on any preexisting design.

The boat itself you split into two sections in your mind: the hull and the cabin. The hull is of a wide and long design, with a sharp nose and a wider end, seamlessly put together and painted in white while accented in sea-blue. The cabin, by comparison, is narrower than the hull, leaving enough space to circumnavigate the open deck, but is most certainly rather large. The cabin itself is made up of two floors: a larger bottom floor, and a top floor which is around half the size of the bottom floor, with the remainder of the space on top of the bottom floor being used for a balcony, where a pair of seats and a chair sit behind a metal railing.

The cabin is squarish, with rectangular tinted windows covered in plastic, joined by siding you wouldn't find amiss on a building. The design reminds you somewhat of a trailer home in terms of aesthetics, while the construction sits between a floating home and an actual functioning cabin cruiser, just that the cabin is too large to be a cabin cruiser, and the boat isn't gutted enough to be a floating home.

All of this is then compounded by the mismatched colours. None of the metal you spot pairs with other metals—they're all some kind of steel or aluminum but they're all tarnished to different degrees and stand out against one another for being close, but not quite, identical. The plastic on one side of the boat is not the same quality on the other, while you spot two completely separate window pane designs sitting side-by-side. Even the chairs on the balcony don't match—one's a wooden chair while the other's a fold out, joined by an artsy round table that looks like it'd break to pieces if you leaned on it wrong.

Even so... it is a sturdy-looking vessel, more than seaworthy. Nothing about it struck you as unsafe or improperly made—simply... mismatched in appearance.

It reminds you achingly of home. Maybe not the whole 'it looks like a house' part—your people lived on the sea but made their homes on shore, ultimately—but even so... you wouldn't really look twice if you saw this back in the Cyffineal.

"That's a lovely boat," you tell him admiringly, unable to stop yourself.

Ibai's face cracks a bit of a smile at that, and more tension oozes out of him. "It's home! Well, it's my new home. I built most of her by hand using recycled parts—she's definitely not my best construction, but she's very reliable and took to being my long-term housing with aplomb," he says, reaching up to scratch at one cheek—you notice a slight flush on his face. He shakes his head, then, and hops off the wharf and onto the deck, making a line for the door leading into the cabin. "Come! Come, less admiring, more working!"

You smother a laugh, relief swelling in your chest as the last of the tension in you slips away. You hop up onto the deck of the boat and make your way over to his side as Ibai jabs his key into the door, twists, and pops it open, walking inside and gesturing for you to follow.

It takes your eyes a moment to adjust to the dim interior, and when you do, the first thing you spot are a pair of Pokemon.

A Ledian peeks at you from what looks to be a nesting box hanging from the ceiling, a sleepy look creasing the bug-type's face as it leans against plush furs that jut from the opening in the box.

Meanwhile, a Kecleon, perched on top of a shelf, stares at you directly as their body begins to shift in colour from green to something dimmer to better match their surroundings.

Speaking of surroundings, well—you're standing in what functionally amounts to a floating repair shop, you're coming to realize. Metal shelves, bolted to the ground and with each shelf encircled by a railing to keep everything inside, clutter the space, filled with a wide variety of things—pieces of machinery, bottles of lubricant and other chemicals, you even spot an engine which had been dismantled and then carefully placed across a single shelf in its constituent parts.

A workbench is shoved off into one corner, on top of which is a dismantled rotor, while the walls, whenever they aren't home to large windows, are plastered over with old advertisements for boats as well as diagrams of ships and other vessels.

The only part of the bottom floor of the cabin where the repair shop and its many supplies end is on the far other end to where you're standing, where the shop terminates suddenly and gives way to a neat-looking living room-kitchen-dining room combo that's crammed in next to the stairs leading up to the second floor, presumably where Ibai had his own personal quarters if the man isn't sleeping on the couch you can see.

It is chaos. Well-organized chaos, now that you're looking at it, but most definitely chaos.

"Ah—yes, right, introductions!" Ibai says cheerfully, turning back to you. "Please shut the door, by the way—anyway, Peppermint is the Ledian up there, while Strobe is the Kecleon staring at you. They're my shop helpers."

You reach behind you and tug the door shut, and when it does close, your eyes are forced to adjust again to the even lower light levels.

Peppermint perks up in their nest and crawls out after a moment, taking flight and joining Strobe on the shelf. Strobe, in response, starts to change colours into a surprisingly decent approximation of the Ledian's own coloration and pattern.

"Anyhow, if you would come here, I have the records around here somewhere..." Ibai says, turning towards a desk and starting to root around inside. The surface of the desk is cluttered with pieces of paper, binders and folders, forming a veritable pile.

You carefully walk over, making sure not to bump into anything, and join him at the desk.

You arrive just in time for him to retrieve his hand with a loud "a-ha!"

He turns around and presents you with a binder, popping it open and starting to leaf through the contents. "I've been Pacifidlog's dockmaster for the better part of fifteen years. I took over after my mentor, rest his soul, retired from the position. Now, unfortunately, the most recent full survey of the dockyard was for the day after we were all evacuated, so that never got done, but I have records from the most recent survey before that, which was two weeks prior, and I have all the recorded traffic coming in and out. I even organized it to know which boats would have been present during the evacuation! What do you need to know, specifically?"

"I'd like some images or at least a description of the boats I'm looking for—their size, so on—as well as their fuel capacity. Additionally, the way it was told to me was that there was 'at least one boat' that was intended to be used as storage for excess petrol, but that implies that more were considered, or that there's otherwise some ambiguity in what actually happened, I need to know what that's about. Finally, has there been any actual sightings of petrol on the water? Fires? Stuff like that? What's making people think it's leaking out?"

Ibai hums. "I'll answer your questions in the order you gave them:

"The first boat, and the one we know for sure had been used as storage for unwanted petrol, was a motorized packet boat. It used to be the way the vast majority of all mail and packages got to-and-from Pacifidlog back when the town was smaller. The internet and phones made mail like that less common, especially so when wireless communication took off and the signal tower station was set up on a neighbouring island for us. Not long after that, the world made its push towards renewables, and since the boat was so old and the company that owned it was facing bankruptcy, the government bought both, dissolved the company and mothballed the boat before docking it in Pacifidlog, replacing it with an electric packet boat in the same year. You already know about how the fuel got there, right?"

You nod. "Temporary storage solution that got forgotten about, if I'm not mistaken?"

"You're about right. It happened during that same push I mentioned—so it was covered by the government but Pacifidlog didn't have the infrastructure to store the fuel. Supposedly an oil tanker was meant to come around and siphon it off, but that never happened. Anyway, the dimensions of the boat are fairly simple: twenty-three meters, ninety tonnes, bright yellow hull.

"The other boat—the one we're not sure about—was a family-owned fishing trawler, ancient even by the standards of the time. The family went through some rough times that ended with most of them moving into Hoenn's cities, abandoning the family trade, and the boat, in the process. The local government wanted it gone, none of the extended family wanted to take it, so it got repossessed, gutted, and then left in the dockyard to be handled 'later', like so many other things, but it was there when my mentor was running the place and it was still there when everything went to hell. This one was twenty meters in length, around seventy-nine tonnes, and it's covered in corrosion damage from exposure and the boat already being in bad shape when it was initially repossessed. It never got any maintenance."

Ibai reached in and popped the rings on the binder open, retrieving two pieces of paper and wordlessly handing them to you.

Taking them reveals them to be two printed photos of the boats. Both of them are in black-and-white, but it did show both of the boat's general shape in enough detail to make the images useful, as well as some distinct markings—the fishing trawler had one side inscribed with its name, Seaking's Pride.

Below each of the photos is their information—length, tonnage, draft, as well as the date they were decommissioned.

"This does let me segue into why we're having some trouble figuring out whether or not the trawler has petrol in it. The issue, bluntly, comes down to the simple fact that people might have been dumping petrol into it to get out of having to pay the government for clean-up services," Ibai tells you outright.

You pause, glancing up at him. "...Really?" you ask, trying to keep the exasperation out of your voice.

Ibai catches your tone, though, and looks to be commiserating. "I'm afraid so. See, when I took over as dockmaster, there were always some complaints by some families in Pacifidlog about the boat being used by teenagers to throw parties. I never personally found any kind of evidence of that, and teenagers aren't subtle when intoxicated and partying on a boat, and whenever I asked the people making the reports, they always just claimed to see people moving around and hearing noises near the boat late at night. That was my first clue.

"My second clue for why this might be the case is more simple: before Konrin reached its one-hundred percent renewables goal and the international community agreed to ban the production and sale of petroleum as well as other forms of non-renewable fuel, the government was covering the clean-up and storage costs of any fossil fuels people wanted to get rid of. After they reached that goal, though, the government stopped funding the program and anyone who didn't get rid of the fuel now had to pay to get it removed and stored properly—the argument was that people had the chance to use the program, and if they didn't, well that was on them. I won't say they're scalping people for clean-up costs or anything, I've had to get it done at least three times after I found a number of crude oil barrels in storage, but for people here in Pacifidlog—we don't make a lot of money, on average. The cost of living in Pacifidlog was low and affordable for people who live here, but the price of removal and clean-up here wasn't adjusted for that, so most people couldn't really justify getting rid of the fuel for the prices they were asking."

You shut your eyes slowly, feeling the beginnings of a stress headache take root between your eyebrows.

"You can see where this is going: fuel like that can be dangerous to store, and it got passed down from parents to kids. The past generations could stomach having petrol stored somewhere, but their kids who had grown up in a world freed from the control of fossil fuels and who saw it purely negative, well—they're more conscious about the damage it did and don't want it around. But the costs still remained, and probably had even gone up in the time since, so..."

"So you find a place where you can get rid of the problem without overly harming the environment and without losing a chunk of money you can't really afford to give up," you finish, opening your eyes and breathing out a weary sigh. "Sorry, this is just... deeply familiar to me. I'll check both boats." You had your hopes that the other boat might not have fuel in it, but they're fairly far gone now.

Ibai gives you a sympathetic look. "At least you know what you're working with. As for your last question about whether anyone has seen any petrol, that's more complicated. A lot of debris and pollutants ended up in the water when Pacifidlog was destroyed. Coolants, industrial chemicals, lubricants—the things you need to keep a place like Pacifidlog connected to the rest of the world, in other words, all ended up in there, and when combined with all of the excess debris, it can be hard to tell what exactly you're seeing.

"That said, we have good reason to believe it is petrol. The boats were thrown far enough into the reef and with enough force to tear them open. There's a good chance there was a partial or narrow breach in the fuel storage which is now leaking some amount of fuel out into the water, and those breaks can quickly become much larger if, say, someone was to tear out the reef it's sitting on. We also know for a fact that past sweeps did reveal patches of chemicals on the water, for what that's worth. It not being petrol would be the ideal scenario, even if antifreeze in the water is only marginally better."

You absorb all of that in silence. "I'll need to make sure the boat's not going to come apart by the seams anyway," you eventually decide, because it's true. Ideal scenario is that you have to deal with everything but petrol and go in and close up any cracks in the surface of the hull. Worse case scenario is you walk into a total rift in the fuel storage leaking a huge amount of fuel into the open water, but even in that case you'll still have to seal it up. "Speaking of, the structure foam gun?"

Ibai brightens up, placing the binder down on the pile on his desk and turning around, making his way over to one of his shelves. He quickly retrieves a box and starts pulling it open. "Yes, about that—I have one for you, and it works and it's good, but it's... rather old, I'll admit. It's an earlier model, one of the ones Silph Co made, no less, so please be gentle with it. It's... rather close to an antique."

The device he pulls out from inside isn't anything like the structure foam guns you're used to. The device instead reminds you of one of those large, chunky drills, albeit this one comes with a large glass capsule attached to the bottom, full of a pink-grey fluid. That said, the controls on it look familiar enough, so when he extends the device to you carefully, you take it, pausing briefly to glance at the old-school Silph Co logo emblazoned on the side.

Structure foam is... weird. When you went to school, you were taught that its creation—alongside the creation of Porygon, Ditto, and the earliest biomimicry batteries—represented the firing shot for the technological revolution that followed, dragging the world from industrial-era fossil fuels and into one of cleaner energy and advanced technology all based off of studying Pokemon.

Structure foam is similarly based off of studying Pokemon and trying to recreate their abilities using technology—specifically, it's based off of Ditto, which had only just been created by some unknown organization at the time.

Structure foam isn't alive—very little biomimicry technology is truly what some would call 'wetware'—but what it did do is that, when it came into contact with a solid material, the foam itself would rearrange itself on a molecular level to mimic the composition of whatever it came into contact with. It would not become that material—it never stopped looking like greyish-pink foam, frankly—but it became something very close to it, acquiring almost all of its attributes in the process.

The gun in your hand is old, the ones you're used to using resemble welder's torches with a bit of technology grafted onto the side and a hose that connected up with a storage container for the foam. Nowadays, these devices are incredibly common, so much so that your parents owned not one, but two separate structure foam guns, and structure foam itself cost pennies, even in east Orre, where trade in and out of the area is borderline illegal.

You plop the structure foam gun into your bag, and when Ibai hands you another three canisters of the structure foam, you add that to your bag as well. By the time you're done, your bag is even more heavy, biting firmly into your shoulders.

You should probably lift more if you're expected to carry around this much. You wonder if the Redeemer has a gym. It probably has a gym, right? Like the exercise kind, not the Pokemon kind.

"Now, let me just... ah, here it is," Ibai mutters to himself, turning back to his desk and snatching a map out from between two large manila folders. He extends it out to you, and you take it, finding the same map Mahana had shown you before, though on this one is a series of red and blue dots—mainly blue, with only two red.

"The red dots are where the boats you'll be looking for should be, going by what witnesses have said," Ibai explains to you. "The blue ones are other boats. They'll be in your way, but you shouldn't need to worry about them for the most part, they're all electric."

The two red dots, thankfully, look to be rather close together, though judging by the map they are separated by what once would have been a stretch of homes, though what state those houses are in now, you can't be sure. A short ways away from both is a line of commercial buildings, including an actual Pokemart. You didn't know they built those things outside of huge cities, honestly.

"Thank you for all of this," you tell him honestly. You briefly try to tuck the map and boat pictures away in your vest's pocket before remembering you don't have your vest on, having taken it off when you changed into the wet-suit. A bit of finagling changes that a few moments later, Ibai watching you throw your vest on and stuff the three sheets of paper away in one pocket in silence. "This should be enough for me to see this through," you finish, once you're done.

Ibai stares at you for a moment, his posture stiffening, then easing out as he lets out one long, tired sigh. "I... it's really nothing. Please, just help my home. I know it's gone, I know, but I don't want its grave to poison the rest of Hoenn."

You tell him the truth—the only truth you can tell him:

"I'll do my best."

You see yourself out.



You walk your way back through the dockyard without Ibai this time, listening to the chatter and churn of the waves. You chart your path by way of the noise, following the dull murmur of people talking, tracing your way through endless boat-defined alleys, your pace steady if weighed down a touch by your bloated bag of supplies.

Your path leads you through a trail of boats almost completely entombed by the sprawling wharf, around two corners, and then out into the widest part of the wharf you've seen yet—wide enough to drive a car across. At one end ahead of you, you can see where the wharf meets the reef; spilling out with layers upon layers of wood lashed together, forming a single flat and open area, with no boats anchored nearby, not risking being that close to the shallows.

Near the end of the wharf, you find Mahana, standing next to a fold-out table alongside the crowd from before, with some new additions, and the rangers. Most of the crowd seems to have congregated in this direction and away from Tomiko's ship, though you notice that Tomiko herself is absent, even if Tsuneo is present. The boxes you took your supplies from had also been moved and piled up next to the fold-out table, many of them open and one of them having been completely emptied.

As you walk closer, Mahana turns, drawn by the sounds of your footsteps, and brightens. She waves once at you, before cupping her mouth.

"Kylie!" she booms, voice carrying across the distance. "Did you get everything you needed from Ibai?"

"I did," you reply once you're close enough that you don't need to shout. "I know what I'm looking for and where I should expect to find it."

"Good!" Mahana says cheerily, waiting until you're standing at the table before continuing. "I have some extra goodies to weigh you down with."

You smother a groan as Mahana shoves a stout walkie-talkie and an aluminum blister pack full of puck-shaped pills into your hands.

"Don't lose either of these, please—not because you'll waste money, but because both of these can save you in a pinch," Mahana tells you bluntly, before gesturing at the blister pack. "That is a sleeve of Mareanie and Toxapex venom neutralizers. To take one, pop one out and chew it up in your mouth and it'll dissolve into your spit. Twelve doses in total, only take one every half-an-hour—doubling up will do nothing besides make you dizzy and nauseous. They last for twenty minutes, but if you've been heavily poisoned, it might take that long for the dose to fully work. Anyway, they work on Pokemon as well as people, but they'll be slower than a store-bought antidote. Word of warning: they taste like vomit."

Wonderful. You stuff the blister pack away in the pouch on your vest and fasten the button shut.

"The walkie-talkie is for you to use if you run into a lot of trouble, enough trouble you cannot handle it yourself," Mahana continues. "It's not for general chatter, for what should be obvious reasons—we'll all be working with wild Pokemon and loud, sudden noises spook Pokemon, but still you need to leave this on in case someone calls for help and you can reasonably get over there to help. If you need help, use it and someone nearby will come for you, I promise. I'll be working out of the lighthouse, so it won't even be that big of a trip for me. If all else fails? Run away. Retreat, regroup, then retry—we do need to clear this place out rather quickly before things spiral, but we don't need to risk people's lives."

You nod and tuck the walkie-talkie away in your bag, in its own pocket next to the pokeballs.

Mahana glances over you once more before giving you a returning nod. "With that, you're good to go. Hell or high water, you're as prepared as you can be. Be safe, keep a cool head, and know that you can probably outrun a Mareanie or a Toxapex in shallow waters. Try not to be in a situation where you have to outswim them, though."

"Noted," you tell her. "Then... I'm off."

Mahana gives you a thumbs-up before turning back around and making a line for Wei, who is sitting near the edge of the dock trying to work goggles over his eyes.

You leave the group behind, heading towards where the wharf fully terminated into the reef system. Your hand reaches down and glances across B.B.'s pokeball pressing against the side of your bag. A second later, you reach inside and pull it out.

Your pace slows to a halt at the very edge of the wharf, your toes touching curled corals. You can see that, before the storm hit, the corals had been carefully gardened and guided to form flat planks of a kind to allow easy movement. With the damage, though, chunks of it are missing, revealing pits with sharp brambles waiting for you near the bottom.

An entire way of life, dead in the water.

Yeah, this reminds you a bit too much of home, with some hindsight.

You breathe out and crack open B.B.'s pokeball with one hand, before shutting it and placing it back into your bag.

B.B. emerges on the dock next to you, glasses still on his face, and quickly goes about inspecting his surroundings.

"Work time, buddy," you tell him before he has the chance to get too overwhelmed. You see the command settle into him, his little spine straightening up a bit as he goes from curious to observant, looking for potential problems.

You reach down and sweep him up with one arm, planting him on your shoulder. It's more weight to carry around, but you didn't want B.B. swimming right now—not when you'd have to navigate hazards.

B.B. arranges himself quickly on your shoulder, his feet gripping on tight and his body steadying out, relaxing as he leans slightly against your head.

"Whis," he announces, echoing your own determination.

You step off of the wooden wharf and down onto the corals, sliding into the water—the shallows reaching up to your mid-thigh.

Wading out, you part further and further from the wharf, but keep to the edge of the reef, where it terminates out into open water. Reaching into one pocket, you retrieve the map and stare down at it, orienting yourself, though it's hard when your surroundings look nothing like what the map says should be there.

Before long, though, you do have a rough idea where you are. The wharf itself looks to have been set up a ways south on the eastern entrance to Pacifidlog, which means you need to head north to arrive where the boats are. This isn't actually a problem, now that you're looking at it, as the two red dots you need to get to are in the southern portion of the dockyard.

Folding the map up again, you tuck it back into your pocket and start forward.

Your immediate goal is to check and repair the two boats as necessary before doing anything else. The tethers and catching any invasive species are things that could be done over a longer period of time, but if either of those boats are leaking, or are getting closer to the point where they'd start leaking, they had to be dealt with first. They are, at best, probably at risk of degrading and beginning to spill out petrol, and at worst they are an active ecological disaster in motion.

Everything else could be taken in stages and steps—more slowly. This simply couldn't.

So with that in mind, you head north, keeping to the edge of the Pacifidlog reef as you do. You walk as quickly as you can in thigh-deep water without exhausting yourself in the process, and B.B., dutifully, keeps watch on your shoulder. You think his tinted glasses are probably helping him out here—while the sun isn't getting past the heavy grey clouds above your head, the water is still reflective, and it's still vaguely bright in the way overcast skies and fog can be bright. Whismur didn't much like any light brighter than deep gloom, so it's a net benefit all around.

So, hey, you've at least already gotten some use out of that purchase.

The sound of people talking back on the wharf grows ever-quieter the further out you get, until it finally fades away behind the sound of eddying waves and the slosh of your own legs moving through the water.

It isn't long after that point that you start seeing the first bits of floating debris ahead of you. The first few pieces are small; chunks of wood, bits of plastic and cable, some siding from a house, but beyond them the debris grows ever-thicker, graduating into chunks of furniture, pieces of hull from wrecked ships, dense thickets of floating, shattered wood, and chunks of roof. Clusters of toys, building materials and more form mats on the water's surface, and after a moment to briefly remember what Toxapex and Mareanie are known for, you decide to divert around the piles that block all vision, keeping a direct line of sight on where you're stepping.

This does, however, bring you into deeper waters, and reveals that while the edge of the reef is all fairly level, the rest simply isn't anymore. The ground dips and rises, sometimes getting so high the water's beneath your knees and other times getting so deep the water reaches your ribs.

But always, eventually, you make your way around a particularly large stretch of flotsam and back towards the edge of the reef. You never let your vigilance lapse as you walk, in part because the reef beneath your feet has since started to open up into crevices that would be deep enough to trap your leg inside and probably perforate it with torn-apart Corsola branches, and in part because those same crevices could be host to Mareanie and Toxapex, both of whom have burrowing behaviours.

Yet, perhaps because of your vigilance, or maybe because you're so close to where the reef simply ends, you don't run into any traps or crevices with Pokemon hidden inside. B.B. doesn't raise the alarm at any point, and before long, you see the first sign of your intended destination:

The Pokemart.

Or what's left of it, at least.

It had been labelled on both of the maps you've seen, and you even check the map in your pocket to be extra sure. It is the only Pokemart in Pacifidlog, and it used to be part of a strip of commercial buildings judging by the labels—crammed between a seafood restaurant and a gift shop.

Not that there's really any sign of that left, though. The only building still standing in what would have been that strip is the Pokemart itself. Built from wood in contrast to the gleaming fixtures you ran into back at Mauville City, it is painted that distinctive brand-named blue, and most of it is completely collapsed. Yet, the way it had collapsed had stopped it from spilling out into its surroundings, presumably to be dragged away by the tides, instead leaving it a crumpled, vaguely building-shaped corpse in the middle of the ocean. Next to it, only bare bits and pieces of the other buildings remain—a stilt here, what looks to be a wooden platform there.

That entire strip, when it had been standing, had seemingly defined the border between the lighthouse district - the direction you're coming from - and the dockyard proper.

But if it is there, then...

You crane your head and rise up onto your tip-toes, staring out across the waves ahead of you, past the Pokemart and north-west.

You can't see it yet.

You'll need to get closer.

So, you step off the edge of the reef and deeper into Pacifidlog, towards the crumpled ruins of the Pokemart. You get maybe a few paces in before the corals beneath your feet instantly transition to being rough, and you end up having to navigate around narrow ledges to avoid stepping on upturned spikes of Corsola branches. The dips in the terrain of the reef brings the water up to your hips, washing up against your stomach as you move.

It's in part because you're so focused on not ending up with an impaled foot that you see it well before you ever get close to it: Mareanie or Toxapex traps.

Ahead of you, maybe three or four meters off, is a bundle of spines, arranged into a kind of flower shape, with some spines stabbed down in such a way that they pointed out, and others stabbed down in the opposite direction, aimed in. The arrangement is such that if something ran into the side, they'd get poisoned, and if something stepped directly down into it, they'd also get poisoned.

Once you see the first cluster of spines, you easily see the others. Some aren't as intricate as the first trap you saw—just spines thrown haphazardly down and aimed up or to the side in hopes of clipping something moving through the waters. Others are like the first trap, but with two or three times the number of spines. Some of the traps are placed into crevices, as you worried they might be, while others encircle the opening to a crevice—leaving you wondering if something is waiting down there for you.

What you can't find is the source of the spines. No Toxapex or Mareanie makes itself known as you slowly begin to navigate around the traps on the ground, even as you pass through the veritable minefield itself, and you're left wondering if there is anything waiting nearby, or if this is some remote trap site that they've laid and they simply aren't here to check on it.

Another thought that jumps to mind is that you would think that a Pokemon being given a near-endless supply of their favourite and primary food would tamp down on the given Pokemon's hunting behaviour, but you suppose that's instinct for you.

Slowly, you work your way through the gaps between the last of the traps, ears and eyes peeled for a splash or a cry or anything that might indicate you're about to be attacked by hostile Mareanie or Toxapex.

But nothing ever comes. You clear the trap field and end up a few paces away from the ruined Pokemart with your heart thudding heavily in your chest, but with nothing else to show for it.

You're definitely going to go grey because of this job.

You make your way over to the Pokemart in short order after, no more traps revealing themselves, and opt to climb up the slope and onto the ruins, your boots crunching water-rotten wood as you scale the side and haul yourself completely out of the water for the first time in quite a while. Standing up there, you shuffle inward and to the side, and stare out in the direction you had just a short while ago, in search of the boats.

It would seem that deeper into Pacifidlog, more buildings remained—or, maybe more accurately, more buildings were unable to be hauled out into the open sea and dashed away. There's far more skeletons of old buildings—stilts like the ones you passed, entire walls still clinging to foundations, more crumpled heaps not unlike the Pokemart you're standing on. All of it is interspersed amid the mounds you saw when you sailed in as well as other general destruction, such as regions where the Corsola corals broke apart most violently and left behind a forest of jagged spikes.

You find the other boats first—the ones you're not here for. Newer models and old lay scattered around across the reef, paths of destruction following in their wake. You look deeper in, towards where the destruction is at its most severe, where the reef itself is peeled up from the seafloor and thrown away—

You find it.

Just next to a collapsed building, some ways away, is the packet boat and its garish, sun-yellow hull. A portion of it is underwater, but a lot of it isn't. It's partially flipped onto its side, but with it in sight, you know your path ahead.

It's when your charting that path that you see the sheen on the water. Something iridescent, shimmering against the light and debris. Whenever the clouds above break just a fraction to let the sun through, those spots become even more visible, clinging to the water.

That, you think, is a bad, if not unexpected, sign.

The patches are spread out across the area and boats, forming little areas you can't pass with minimal space between them. Whether or not it is petrol is completely secondary, you're no more interested in wading bare-skinned through a puddle of antifreeze as you are refined petroleum.

You reach into your bag and retrieve both the respirators and the gloves.

You get the respirator on B.B. first, who struggles for a second before the training you put him through comes back to him and he goes limp long enough for you to get it around his mouth and nose. You smooth the wrinkles between his beady eyes with your thumb and coo gently at him, feeling him relax minutely.

You fasten the respirator over your face with significantly less trouble and get the gloves on shortly after, tucking them in beneath your wet-suit just to get as much of a seal as you reasonably can.

Then, you hop back into the water and ford ahead.

You get maybe three or four meters towards it before the wind shifts in your direction and the smell hits you a moment later, cutting through the respirator. The initial smell is pure bleach, or something like it—the kind of harsh, eye-watering chemical scent that is aggressively unpleasant to be around.

The second thing that hits you is the smell of cut grass, and that's where your hopes drop back down again.

Because it's not cut grass. You wish that could be the case, but there's not a patch of grass to be seen here.

What you're smelling is petrol fumes, what amount could get through the respirator on your face, anyway.

That confirms a spill happened, now it's time to find out how bad the spill is.

You avoid the patches of chemicals as you get closer, just to be safe that no errant shift in the tides might leave B.B. coated in something caustic. Even so, B.B. starts to whine in the deep of his throat as the smell amps up, and you gently hush him.

"Sorry, baby, I know it stinks—but we have to do this," you tell him, hoping your voice might help.

It does, as B.B. relaxes against you again. "Murr," he complains, but the whining stops.

As you get closer, the damage you had seen from a distance becomes an actual issue to navigate. The boats had all left behind trails of destruction as they had been dragged in, but because of tides, maybe, or just the direction they moved in, or maybe just random luck, all of them had been dragged towards a single, core location, and in that location paths of destruction congregated into a cratered region of deep valleys and jagged branches. You can even see the seafloor in places, with the rock below chipped and broken from the forces arrayed against it.

As you scan the damage and slowly make your way through it, getting closer and closer to the boat, you start to notice something. Yes, a lot of the broken branches are just that: broken and jagged from being torn away from the reef, but...

Others? Others have been worn down—no, gnawed on. Signs of feeding by Toxapex and Mareanie, you're realizing now.

Yet you can't see any traps nearby, no spines or anything like that, and more weirdly is the way the feeding is distributed.

The feeding is sporadic—clumps here and there that have been gnawed down to the stem, yet with areas right next to them left completely untouched. You'd expect a feeding frenzy to start in one area and simply radiate out as they ran out of material, but by the looks of things, specific locations have been targeted to be chewed on and even when those locations border other viable feeding spots, they're left behind, moving on to someplace nearby, but not connected, to the initial spot.

That could be a behavioural characteristic for the species—that's just the thing, you don't know, but something about this just feels wrong. Shouldn't you see more traps, too? Wouldn't this huge expanse of exposed reef be prime real-estate for Mareanie or Toxapex to feed on?

You drag your gaze away from the reef and turn towards the packet boat as you finally work your way over one last ridge, coming up to an area of largely-undamaged reef just short of the boat.

It's... not great.

A vast rift in the hull has been torn open, forming one jagged line from nose down across the side. You can see into the hull at its widest, yet like a canyon, it narrows at the tip, and it's at that tiny point on the side of the boat that you see it: bubbles of petrol foaming up out of it, staining the side of the hull, only for the tides to wash back in and sweep it away to join the rest of the pollution in the water.

It is a slow process—the leak is only so large, though you are left wondering if there's other breaches you might find on the other side.

The tear in the hull is going to take a lot of structure foam to fully restore, and you're probably going to need to completely seal it over. Which would take a while, but it is doable. They weren't kidding when they said the boat had been thrown enough to sustain hull-breaching damage, though—you'd expect to see this kind of damage out of ramming a shoal at high speed on a boat that already needed hull repairs.

Breathing out, you take a step closer—

"Whis!"

And freeze as you hear a gurgle and a sharp, metallic bang.

Then another bang. Then a third, then a chorus of bangs as something, you realize, scuttles its way up the other side of the boat opposite to where you're standing.

You take a quick step back, almost tripping over the corals as the bangs reach their fastest yet and a figure emerges from the other side, dominating the peak of the boat.

Your heart falls down into your stomach.

A fully-grown, adult Toxapex scuttles into place and stares you down with hostility deep in their gaze.

The coloration of the Pokemon is both paler and more flush than what your Pokedex had shown you. The blues of their exterior are faded to the point of almost becoming pallid greys, while the purples on the crown of their legs and the head inside are flush, dark and purple-red. In some places, there are odd spots—darker, more flush, on both the purple and blue regions of the body, not unlike age spots, though nothing in the Pokedex ever mentioned anything like that.

A second later, you spot a few chemical stains on their surface too—patches of oily chemicals that they likely took on when they emerged from the water, dripping down their body and spilling onto the surface of the ship.

The two front legs of the Toxapex open wider, held out above their head, swinging back and forth in a threat display. You barely pay that any mind, as with that movement you also notice something else—the skirt beneath the head of the Toxapex hangs limp, and you're not sure if that's normal or not either. The pictures on your 'dex had shown that a Toxapex with a wide, semi-open skirt, giving their head the general shape of a shuttlecock, but this one almost resembles a loose, semi-crumpled rag.

The Toxapex gurgles at you, a hiss of warning as they start to wave their legs a bit more frantically.

You take another step back.

You are dealing with a hostile Pokemon, and you are going to have to deal with it directly to get access to the boat, and you have a few ideas, so—

Before you can finish that thought, the Toxapex bellows—the sound like a teakettle attached to an airhorn, and slams all of their legs shut, entombing themself. With it came a vast creak of noise from the impact, and the crack, you notice in a burst of panic, widens minutely.

Shit.

"Whismur!" B.B. shouts, snapping you back into focus—

Your eyes jump up in time to see the Toxapex's body surge with caustic purple light, their legs suddenly bulging—

You dodge backwards in a hurry as, with a burst of force, every spine on the Toxapex's body fires at once.

The spines punch into the air, surrounded by a layer of purple energy, and then suddenly, as if guided by an unseen hand, shoots down sharply, slamming into the reef around the boat, creating a ring of—Toxic Spikes, double shit. That made getting in any closer much more—

New spines lurch into existence out from the Toxapex's body, another surge of volatile purple light bursts into existence across the Toxapex's body, and you dive back a second time as another volley fires out into the air then sweeps down to embed themselves as a second ring around the first, the spines still faintly glowing beneath the waves.

Only when that's done does the Toxapex pull its front two legs away and bring them back up to wave menacingly at you, one eye squinting while the other remains fully open and wide—a wild look on their face.

"TOXA-TOX," the Pokemon bellows, and for all that you would normally appreciate a Pokemon using talk vocalization rather than cry vocalization, this isn't one of those situations. The intent is clear by its posture and cry: it wants you gone, and it will try to kill you if you try to stay.

Suddenly, the Toxapex spasms—legs twitching, a full-body shudder that has multiple legs kicking up then slamming down, drumming against the boat like a bell. Each kick brings with it more creaks, the crack widening further, each one weakening what little is left of the boat's structural stability.

Then, the spasm ends, and they tighten their legs back around their body almost defensively. They stare at you pensively, baring their teeth.

"TOX," they scream.

You couldn't just leave the boat—not with the Toxapex possibly setting it on a path to collapsing from the damage it just did, and you needed to catch the Toxapex anyway.

All the same... this is going to suck.

Choice:
[ ] Write a plan to take down the Toxapex (please try to format it as an actual plan or make the write-in fairly descriptive for my sake. If you don't know where to start, 0.4 should have a plan template you can use as a base)​

So, I'm including this down here (rather than up with my normal QM blurb) so that people won't forget about this by the time they're finished reading that, hey, welcome to your first major fight. Yes, I know you've already dealt with a Corsola, but I've taken off a lot of the guard rails and this is a much more... direct threat to you.

Now, I want you to approach this fight carefully and mindfully. Reread the chapter a few times if you need to, because I've left some hints. There's no 'bad ends' here—but there's definitely outcomes which are much better than others, so keep that in mind. All the same, your plan should be aimed to ultimately catch the Toxapex here, regardless of how you arrive at that point.

This is, however, the last time I'll be bringing up that I've left hints or trying to nudge you to be mindful about a situation and read between the lines. Kylie doesn't have the stats to pick up on everything (not yet, anyway) and this is one case, but even in those cases, unless it is truly outside of the scope of your abilities as a ranger, there will be hints about other elements of the situation I'm not saying outright.

Approach this conflict as a ranger would and do your best!
 
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1.3
Vote results

Quick summary:
[X] Plan: Footing, Fishing, and Fighting wins at 13 votes.​

I've included some additional notes at the bottom of this chapter.

The first thing you do is start backing away.

You don't have a plan right now, but you are aware that the only thing standing there and staring at the Toxapex like a tourist will accomplish is further agitating the Pokemon and, by extension, risk having the boat shatter like a dinner plate.

All things being equal? The very last thing this place needs right now is a large-scale petrol spill to add on to everything else.

You don't turn away from the Toxapex as you wade backwards, which does nearly end with you tripping onto your rear a few times when the uneven terrain catches on your boots, but you can't particularly trust that the Toxapex won't take the chance to attack you if they see one.

With each passing step, however rough each one might be, the Toxapex visibly grows less hostile. The leg waving doesn't stop—you don't think they'll stop until they can't see you any more—but the movements become less frantic, and the Pokemon's posture eases out a bit more

You don't turn your attention away from the Toxapex, and likewise, the Pokemon extends you the same privilege, staring warily at you—but now with a wariness tinged by a note of confusion, you recognize.

Finally, you stop walking back, and let your mind process what you've witnessed.

This entire time, something has been bothering you. Something about the environment, the Toxapex, the situation itself. Until now, you haven't had the time to stop and think about it—everything had escalated so quickly when you reached the boat.

But now that you're looking at it, now that you're presented with the totality of the situation, you're left with a strong hunch.

You're probably looking at a very sick Toxapex. Not from disease—though you suppose that it's possible they were also sickened by something on top of what you think you're seeing here—but rather from petrochemical poisoning alongside poisoning emerging from other dispersed chemicals in the local environment, acquired not just by general exposure by occupying the area, but also by consuming contaminated Corsola corals.

You can see it in the flush of some parts of their body and the pallor in others. The drooped skirt, something you initially thought might have just been a variable aspect of each individual member of their species, now points towards some kind of growing internal failure in their body. The spasms, too, could be attributed to this—heavy metal poisoning caused tremors, at the very least, and it would not particularly surprise you if the Toxapex here had heavy metal poisoning from industrial chemicals in the water decaying back out into constituent parts.

Even the odd feeding behaviour - targeting seemingly random spots of coral all across their territory - could indicate the Toxapex was trying to go for the least-contaminated corals first, but 'least-contaminated' did not mean 'uncontaminated'.

You, of course, can't be sure. You did not even known about Mareanie and Toxapex before you got here, and you can't say Pokemon health is your area of expertise, even if you are trained enough to identify indicators for certain illnesses.

But you did know one thing with certainty: the idea that poison-types are immune to toxic substances as a whole is a widespread misconception. They taught that to you in some of the earliest classes you took—going over the many misconceptions the wider public had about what was truly healthy for Pokemon as a whole.

The only Pokemon you know of who actively appreciated being exposed to industrial chemicals and other pollutants are the Grimer, Koffing and Trubbish lines, who all have physiological adaptations that allow them to safely ingest and then process those chemicals, turning them into energy they can use.

For everything else, all they would get is incredibly ill.

What poison-type Pokemon did have is a resistance to poison-type aura and the more commonly-found types of poison and venom in the wild, with the effect being more pronounced the closer given species had to interact.

Unfortunately, recognizing the Toxapex as sick is only so helpful at the moment. What it tells you is that using your styler is probably not be the ideal solution—as effective as the styler is, the chemical poisoning the Toxapex is dealing with likely played a large role in their behaviours; not just because the Toxapex didn't feel especially good and as such is lashing out, but also quite literally because the Toxapex is probably having its mood altered due to the poisoning. Your styler could help calm a Pokemon, yes, but it relied in part on a Pokemon's emotions trending towards a single state of calm once you calmed them down enough, something that would be severely undercut in cases where a Pokemon's state of aggression and confusion is the product of chemicals screwing with their brain.

It could still work, mind you, but the process would be slow, the styler, as it always is, would be seen as an attack, and that would get the Toxapex acting up again, which would risk the boat's hull. In the time it would take the get the Toxapex to calm down, they would have probably damaged the boat badly enough to empty what is left of its fuel storage into the water.

All the same, the Toxapex seems no more inclined to climb off the hull now that you've afforded them some breathing room than they were back when they were firing Toxic Spikes at you for being too close. If you had to guess, they would probably going to wait until you leave their line of sight and, after making sure you are actually gone, they would then climb down and return to wherever their den was—quite possibly inside of the boat itself, now that you're thinking about it.

But you needed to remove the Toxapex from the situation all the same, so you could plug the active leak in the hull and do other repairs. Worse yet, there's no real chance of you hiding behind some of the local ruins and then sneaking your way over to ambush them—they'd definitely hear you coming, you aren't that good; you are in their territory and trudging through knee-to-thigh deep water isn't really a subtle activity in the first place.

If it was deeper, you might be able to swim over in silence, but if dreams were reality, this boat would be in one piece with no sign of damage or Toxapex infestation and you would not be in this situation at the moment.

Unfortunately, all put together, this means you are going to have to be... direct.

When you took the collection of rangercraft classes back at school, you had assumed - incorrectly - that the bulk totality of the courses would be wilderness survival and styler usage, the two things you had come to associate with rangers at the time. Mr. Zok, your instructor for the majority of said classes, had made it clear how very wrong you were in that assumption.

Before you were even allowed to touch a trainee styler - the ones which had barely any power in them at all - you'd been expected to know how to use the traditional methods rangers had to use historically to deal with rampaging Pokemon. Things like rope binding, trap making, and other restraining techniques that had been around for far, far longer than the stylers had been.

Stylers are, in the grand scheme of things, quite new. New enough that Mr. Zok - a retired ranger in his mid-70s - had been a trainee himself when the stylers had first been invented, and was well into his career as a ranger by the time they started to implement mass adoption of the stylers. He had stressed to you that he was very fond of the stylers—he'd shown you a graph of rookie ranger deaths before and after the advent of the styler and the comparison was... stark—but that he also thought, in line with the rest of the Union bigwigs, that one should never assume they would always have access to stylers.

Your stylers could break mid-mission. They could be taken from you. You could be injured out on a mission and find that your mood was no longer controlled enough to use the styler without risking sending a Pokemon into a berserk rage.

Hell, your styler could just fail to work sometimes. They are sturdy pieces of equipment, but they aren't infallible. You needed a backup plan if you couldn't calm a Pokemon down that way.

You scan the environment, lingering on the collapsed building next to the boat. Getting up there would put you on dry ground, and give you a better angle of attack, bringing you roughly level with the top of the hull.

Your eyes flick back to the Toxapex, who is still warily watching you from where it's perched on the boat.

Your goal is simple: you need to get the Toxapex off the boat and keep them from getting back onto it, and in that time either drive them off or catch them. You are leaning towards 'catch', though, on account of the behaviours the Pokedex described to you—a 'driven off' Toxapex is probably just going to retreat to the safety of their den, which in this case is probably either the boat itself or very close to the boat, and you aren't really inclined to experience what it is like to be constantly ambushed by a pissed-off, enraged Toxapex while trying to patch up a boat with structure foam.

Either way, getting them off the boat is going to be an involved process. B.B. himself might have the firepower to knock the Toxapex off the boat if you caught them unaware, but that firepower is the definition of indiscriminate. A powered-up Echoed Voice is about as likely to pop the boat's fuel storage like a balloon as it is to knock the Toxapex off of it, and at that point there is nothing stopping it from just climbing back onto the boat anyway.

Disarming Voice wouldn't damage the boat, sure, but you also don't think it's going to really damage the Toxapex either. Toxapex is a defensively-potent poison-type with regenerative abilities, you aren't going to send one tumbling off the boat with a recently-trained fairy-type move being utilized by a Whismur.

That just left you to get the Toxapex off the boat, and you have an idea, at least, on where to begin with that.

You start by digging out supplies.

The first thing you pull out are the neutralizer pills. They work for twenty minutes at a time, so you didn't feel bad about preemptively taking one now, rather than later when you would have your hands literally full. You pop two pills out of the aluminum blister pack into your palm before stuffing it back away in your jacket for later.

Then, lifting up your respirator and ignoring the way the scent in the air goes from merely intense to overwhelming, you force one of the two pucks into your mouth and start to chew.

Your throat starts bobbing in the way you've come to associate with imminent vomit the second the taste hits you. It doesn't quite taste like vomit, as described by Mahana, but it does taste like something about as bad: spoiled olive oil, with a dash of hard chemical edge, somewhere between sulphur and bleach.

You come very close to gagging, the only thing stopping you being the knowledge that if you start, it's really only going to end one way.

The seconds that pass are a gruelling test of your gag reflex and every instinct in your body telling you to spit it out, but you do, eventually, manage to swallow the chalky paste.

Then, steeling your nerves, you force your respirator back over your face, take the other pill, reach up, and carefully pull B.B.'s respirator away, pressing the puck against his lips.

Lips that remain stubbornly shut.

He is clearly smart enough to recognize that if you didn't enjoy the experience, he sure as shit wasn't going to either.

"B.B., eat," you say, maybe a little more tersely than is altogether warranted. You blame the foul taste in your mouth—a lingering taste so bad the saltwater below you looks vaguely appealing before you remember it's tainted with chemicals and dead Pokemon detritus.

Reluctantly, B.B. does eventually open his mouth for you, and you stuff the puck inside, which he promptly starts chewing on.

"Muerrgh," is the evocative noise B.B. gives you, accompanied by a full-body shudder.

Yeah buddy, I feel you.

You pull the respirator back down over his mouth once you're certain he's not about to spit it out or get sick. Instead, he resolutely chews, swallows, and then proceeds to aggressively groom his chest in a show of palpable disapproval.

With that trial overcome, you reach into your bag and pull out your rope and one of the tethers from inside. A quick knot, tied just as your mother taught you, fastens it around the narrow opening on the blunt end of the tether, and a few sharp tugs ensures it's as secure as it looks. With that, you shuck the coil of rope, now with tether attached, up onto the shoulder not already occupied by a fuming Whismur, and reach back down to pull out your fold-out shovel before securely attaching it to one of the outer straps on your bag—for easier access if it comes to it.

Is this what the people who gave you the tethers wanted you to use them for? No, absolutely not.

Is this a use that you are going to get into trouble for? Probably not.

Taking a deep breath, you start moving to the side—circling around the boat and Toxapex both, heading in the direction of the collapsed building.

Your movement doesn't go unnoticed. The second you take even a single step, the Toxapex on the boat jerks back to attention, their arms waving a bit more energetically, though only so much. You can sort-of tell they're not sure what to do with you—not unlike the Magnemites you met just days before. You're moving around and you're still there, but you're also not invading their space, so aside from trying to scare you off by waving at you, the Toxapex probably isn't terribly motivated to make this into an issue yet.

You are still, however, tracked for every single second you move, the Toxapex slowly rotating to always keep you in their line of sight.

B.B., perched on your shoulder, watches the Toxapex in turn, and you trust him more than enough to keep your own eyes firmly set on the water ahead, just to be sure you don't run into any hidden spines or other, equally unwelcome surprises.

You don't, to be clear. The ground is, aside from the considerable damage inflicted on it making it difficult to navigate, free of Toxapex spines or any other kind of trap.

By the time you make it over to the side of the collapsed building, the Toxapex is still waving at you at that slightly elevated rate, trying to look threatening, but it's no longer as frantic as it was when you started moving.

Unfortunately, you're going to have to break the peace between you. The collapsed building is ahead of you, another several paces closer to the Toxapex and much closer to the boat. You know for a fact the second you start moving in, the Toxapex is going to respond negatively, no matter how slow you make the approach.

You are not going to be given the time and space to safely approach, set up, and then start your restraining attempt on the Toxapex.

You are, in fact, going to have to do that all in one go.

Rolling your shoulder, you slide the coil of rope back down your arm and grab onto it, loosening your grip just enough to let it unravel from the coil you wound it into, leaving the tether end hanging towards the water.

You let your muscles relax. You go over the plan again, then a third time, tracing your eyes across the places on the collapsed building where it looks as though you could get footing without collapsing parts of it onto you.

You feel the tides press against your leg like an affectionate Purrloin, sliding back-and-forth.

Then, you move.

You go from a standstill to as close to a sprint as you can manage in thigh-deep water, surging forward with all the strength you have in your legs—enough strength to carry you over to the edge of the building in just a few breaths.

The Toxapex reels, flinching at your sudden movement. They let out a warbling, burbling hiss, this one urgent, louder than even the one you heard when right up next to the boat, where the Toxapex had the advantage of catching you off guard. Their waving picks up to a frantic swing while their other legs scuttle against the surface of the boat, repositioning, tensing up for a fight—

"B.B.!" You shout, rolling the shoulder he's perched on and extending out your arm. "Launch! Battle!"

Your foot breaches the water, lands on the mound of crumpled wood and broken community.

As instructed, B.B. hops from your shoulder and onto the arm its attached to, body tense.

You throw him high, up towards the peak of the collapsed building as the next pump of your leg hauls your other foot out of the water and onto the wood, finding your next foothold, putting you completely on dry land.

You flick your wrist, starting to spin the rope-and-tether, loosening your grip progressively to let more and more of the rope get picked up in the spin. You haul it above your head as it picks up speed, keeping it clear from catching on the mound beneath you.

A lunge carries you up the rest of the mound just as B.B. comes to a landing next to you, fur already puffed, body tense and mouth pulled back in a defensive snarl.

The Toxapex perches on the top of the hull across from you, expression warped into palpable hostility—rage and fear congealed into something more volatile than the aggression they had showed you when they'd first appeared. Their legs reel back in with a sharp twitch, abandoning the threat display, knowing a fight when it is about to happen, and bringing them up high, ready to respond to any approach with immediate violence—

Your spin of the rope picks up as much as you can, this throw is going to be a tricky one, and you'll need as much force to compensate for your lack of aim and timing.

The Toxapex howls, abandoning vocalization entirely—a noise so far beyond a warning that you feel it in your spine. A primal kind of fear catches in the back of your throat, a warning found deep in the core of your species, genetic memory telling you to run when you hear a noise like that, for there is nothing but pain awaiting those who don't.

You ignore it. "B.B., Screech!"

B.B. erupts with pent-up energy, the noise produced from his mouth quickly overwhelming, then fully eclipsing, the sound of the Toxapex's growing fury. His body flares with energy, tendrils of white pulsing with the ear-shattering decibels of his Screech.

The Toxapex's head snaps back as if punched, reeling. Their arms waver, their howl of outrage cuts out, and their motions falter briefly, overwhelmed by the noise.

You swing your entire body with the spin of the rope, and release it.

Carried by the weight and force of the tether, the rope swings in from the side like a flail, lashing out and across the gap between you and the boat. The rope catches on the side of the Toxapex's body, around two of its still-down legs, and the rest of it pulls taught accordingly, carried in by the weight of the tether as it curls around once, then another half, before the tether finally swings home and thuds into the Toxapex's side, the barbed ends quickly catching on the Pokemon's jutting spines.

The Toxapex yowls, a combination of pain and surprise and disorientation.

You brace your back foot, breathe in sharply, and channel every last bit of strength you have.

Then, you pull with your arms, your hips, your back, everything.

Mister Zok had said it like this: if you put anything short of your full effort into restraining a Pokemon, you will fail. Why? It's simple: because Pokemon, especially enraged Pokemon, are almost always going to be stronger than you. Never assume you have the upper hand, because you almost never will.

The Toxapex barks out a shriek of fury and fear as you tear them violently from the surface of the boat and directly towards you.

They slam head-on into the shallows below, at the fringes of the collapsed building, with the boat several paces behind them, landing with a heavy thunk.

Before the Toxapex can regather themselves, you haul sharply again, with as much force as you did before. You feel your body ache with the effort, but your second tug proves fruitful as you haul the Pokemon up out of the shallow waters and onto the wooden banks of the collapsed building.

The Toxapex screams this time, and their legs flare out—you can hear the rope encircling it creak under the pressure of their strength as they begin to thrash, the rope starting to come loose in places while in others being on the edge of snapping—

You haul on the rope again, forcefully, but the Toxapex jerks back with more force, driven by frantic, panicked energy, nearly dragging you towards them instead of the opposite. You're losing this tug-of-war, and quickly.

"B.B, Echoed Voice!"

"Whismur!" B.B. bellows, flaring white for a second time as air is sucked in through the holes on his head to power the sudden, growing concussive force of his voice. His vocalization breaks off into a progressive cry of deafening noise that scatters wind against your face and punches down to slam into the Toxapex below the both of you, making the Pokemon flinch sharply as they're driven down into the ground by the force, the water near to their tangled position peeling back under the pressure.

And that, it would seem, is enough for them to give up on escape, as the second the attack lands, the Toxapex stops thrashing in their attempt to get away with you and, in the moment where you're trying not to stagger from the lack of pull on the rope, the Toxapex lunges at you.

They don't get far with that first lunge, and it's more of a hop, but what it does accomplish is getting a couple of their legs loose. Had the Toxapex been thinking clearly, that would be it for you; those free legs would let them retreat back to the boat without problem.

But they're not thinking clearly, so instead, those legs claw onto the rubble of the building and they start rushing at you with a howl of violent triumph, scuttling up the rubble.

You hear B.B.'s voice tick up a couple dozen decibels and a few octaves, and the Toxapex's rush falters, B.B.'s voice combined with the Toxapex's destructive rush to shatter the wood beneath and around the Toxapex, sending it sliding back down the ramp.

A fourth leg pries itself free of the rope and joins the rest.

Four legs, then, swivel up, then swing down, slamming into the wood nearest to it. The Toxapex's body glows with purple light, spines bristling, pushing out from their growth points—

—Another Toxic Spikes?—

And then, at the last second, where the purple light foams out from them, the Toxapex twists one of their free legs sharply until the spines align with you.

The move reaches completion, the spines fire.

You only have enough time to twist your body and head to the side.

A line of searing hot pain erupts across the side of your face a fraction of a second later, one spine managing to scrape across your cheekbone rather than lodge itself directly into your eye socket.

Your grip slackens again under the pain as you stagger backwards.

You hear B.B.'s voice cut out, however briefly—

The Toxapex wails out a noise of triumph as they pull themselves fully free of the rope, legs bowing as it lunges forward, crawling back up the ruined building with a burst of speed as you stagger under the flare of white-hot pain spreading across your face—

Then—

"Whis." The noise is quiet, almost gentle for B.B.'s normal volume—but the force behind it is something you can feel in your bones, a rattle.

The Toxapex reels, head and legs bucking backwards as if struck by a hammer.

You twist to see B.B., having at some point in the last few seconds hopped right up to the Toxapex's side, standing there with his ears fully raised, his mouth pulled fully back into a wide, wide snarl.

Your heart jumps into your throat as the Toxapex, almost disdainfully, raises one claw to try and take a swipe at B.B.—

"MUR!"

This time, B.B. isn't quiet—it's loud enough to briefly deafen you, leave your ears ringing. The force is no less immense—it kicks you back, almost off your feet, bruising your chest and arms as though you'd been slapped by a Makuhita. B.B. himself glows like a small sun, ringed with boiling white energy, arms pushed out from his sides, eyes wide with rage beneath his spectacles.

The Toxapex, taking the shot point-blank, fares far worse.

Beneath the keening in your ears, you hear some part of the Toxapex go ka-crunch, joined by a faint popping noise. One of their legs gives out, collapsing inward in a way it most certainly should not be able to. You see their mouth peel open in a scream of pain, but you don't hear any of it—lost beneath B.B.'s howl. The rest of their legs try to fight the force, but only accomplish slowing the steady descent of their body as it is pressed against the ground by B.B.'s voice.

Yet, the power of the attack is waning already—B.B. couldn't sustain something like this, not for long, you know that, you have to act.

You try to find your bag in your peripheral vision only to find that the side of your face you'd taken the hit on has swollen up, your eye nearly forced shut from the growing inflammation. As if prompted by your recognition, the pain hits a fraction of a second later, an intense itching and cramping that drives your jaw up, catching your top lip on your bottom row of teeth. You pry your jaw apart, only just, as the pain threatens the steal your breath away.

Half-blinded both literally and by pain, you reach out to your bag and fumble for the pocket with the pokeballs—managing to find one in the next instant. You haul it forward, relief flooding over you as you spot the distinctive colours of a lure ball—

The waning power of B.B.'s voice finally gives the Toxapex a chance to haul their legs together, which they do with a sudden, jerky movement. Sealed in, the Pokemon flares with purple light—wide spikes of energy jumping from their body, surrounding them in a shell of jagged points, using the species signature move, Baneful Bunker.

B.B.'s howl still breaks off the spines, leaves behind growing cracks, but it's not enough—he's flagging now, volume dipping further, weakness filling his voice—

The shield bursts, then, and the Toxapex surges up from inside, trying to stand—

Only to fail in that.

Two of their legs—ones that still look functional—fail to hold up against the Toxapex's weight and crumple, while a third, the one you saw before, remains bent and broken at the side. Wild eyes twist around as the Toxapex claws at the ground, finding you, and they raise their last stable legs up, purple light bubbling, then bursting like a font of energy out from their body, spines bulging against their body.

A last-ditch attack, trying to kill you even as they have taken damage that would all but guarantee their demise out in the wild.

You throw the lure ball, and despite everything—despite the pain and blindness and the lingering shakes in your arm—

The lure ball lands, bouncing off of one of the Toxapex's legs and cracking open. A font of white light surges over the Toxapex, suffusing their form, swallowing them up—

The light stretches in two places, then bursts as a scattering of spines fire past you, lodging themselves deep into the wood—

Then, the Pokemon is hauled inside, and the ball snaps shut with a pronounced click. The ball drops, landing first on the collapsed building only to then bounce off, dropping into the water below.

Your hand is already pawing around, gripping another ball from inside of your bag. Your eye takes that moment to fully clamp shut, and you're left gritting your teeth against the growing, vicious cramp in the base of your jaw, one that feels like it's aggressively hauling on your tongue. Your heart hammers, even while the pain in your face begins to subside as the neutralizers fight against the spread of the poison.

The lure ball rocks once violently, as if kicked.

Then twice, weaker this time—

...Finally, then, a third rock, this one a limp bump that barely nudges the ball at all.

The button in the centre flashes once, and you hear the distinctive 'click' even despite the loud ringing in your ears.

The Toxapex is caught.

Palpable relief nearly has you collapsing as you stand there, breathing heavily, feeling those same cramps from before no longer worsening, but not getting any better at the moment either. Your body joins those aches a few moments later as the adrenaline starts to drain out of you, a reminder that you've just put every muscle you have in your body to their limit to do what you did.

No wonder pre-styler, novice rangers died with such frequency, if they had to do this with every raging Pokemon.

"Whis! Whis!" B.B. cries out, hopping between shattered boards to come right up next to you.

You wheeze out a breath from between clenched teeth and reach down to pick him up, only for B.B. to lunge forward and press his paws into the space around the wound on your face, reminding you that you're probably bleeding right now. He comes in to sniff in, letting out a series of distraught murrs and worried squeaks as he frets.

"Ah—shh, sh, buddy, please," you croak, limbs still weak, each word like fighting against a wired-together mouth. "I'm okay, I'm okay."

"Whis—!? Whismur!" B.B. barks at you, and it's definitely the Toxapex venom that makes you think he sounds almost affronted by your attempt to soothe him.

You gently pull away from him and reach up with your right hand, touching the wound on your face. A straight cut goes from just beneath your right eye and drags itself nearly down to your jaw, passing over your cheek. The wound is a bit numb to the touch—the venom, you think—and you can feel the slight dip in your flesh where the spine had scoured across it.

It's... honestly pretty gross, but judging by the depth it's only surface-level—or at least it's not deep enough to warrant stitches.

If you hadn't moved your head, though... you could have lost or taken significant damage to your eye.

You shudder.

You glance at your fingers when you pull them away, finding the gloves wet with blood. Breathing out a sigh, you lower yourself down into a squat, pawing around on the collapsed building beneath you to make sure you're not about to sit down on a rusty nail or something, before finally letting your legs collapse and sit down entirely.

B.B.'s nearly in your lap a moment later, but you keep him from completely getting into it with one arm, moving your bag in the way instead. You pull it open, reach inside, and haul out your medicine box, pulling the bandages and rubbing alcohol out.

You dress your wound in short order.

You stuff everything back inside, your face now partially wrapped in bandages to keep the wound from getting anything in it. Once everything is back where it should be, you reach down again to offer B.B. a way up onto your shoulder, and this time, he lets you pick him up and place him there, though he does pointedly spend some time inspecting your handiwork with his nose, snuffling and murring in concern.

Making your way down the slope of the collapsed building, you pluck your rope and tether up, unfastening the rope from the tether and checking if any of the rope has taken too much damage to be used. To your eternal gratitude, it hasn't, so you stow it and the tether away without further incident. Then, and only then, do you finally arrive at the ball, still floating sedately on the waves, and you pluck it, shrink it, and then place it in the main compartment of your bag, to keep it separate from the empty balls.

With all of that done, feeling fatigue flagging at your limbs, you nonetheless grab your shovel. You didn't get much use out of it back then, but you are certainly going to have to get use out of it now.

You turn back to the boat with the leaking hull. With your position as it is, you're on almost the opposite side to the crack in the hull you saw coming in.

Around it sits the two rings of Toxic Spikes, waiting patiently for you to accidentally poison yourself for a second time and perforate the protection your boots and wet-suit are providing.

You ford your way forward, unfold your shovel, and when you arrive, start smashing them. You're not above admitting the following few moments of violence is cathartic, though you're also willing to admit it's... maybe a bit too cathartic, after all of that. Each spine you break with the head of your shovel bursts into a cloud of venom that fogs up the water, another reason to make sure you get every single one of them, as if you take a wound on your body that at any point will need to be underwater, you will now have to deal with not just bacteria, not just Pokemon detritus, not just industrial pollutants, but also, the venom of a Toxapex.

Once you're done smashing a path through the spines, left huffing, you work your way fully over to the boat and take the route around to the opposite side you approached from, inspecting the boat as you pass. You can't just patch up the front and consider it a done deal—if the front took that much damage, what about the rest?

Coming around to the other side, you find that 'the rest' does have another rift in the boat—another opening, though this one is smaller than the first, and is a wide, circular opening, rather than a long tear. If you're not mistaken, this would have been roughly where the Toxapex came from, though they could have also come from the reef itself nearby—there are plenty of crevices and openings, that's for sure.

Arriving at the opening, you glance inside and freeze.

The opening isn't leaking petrol, even if it's a full breach into the interior of the hull.

You'd... prefer the petrol, honestly.

Inside of the hull, down where shallow waters, chemicals and petrol have gathered into a kind of cloudy soup, is a clutch of eggs. Seven in total, all of them stained dark and glossy with pollutants. Each of the eggs are twice as large as your closed fist, leaving them on the smaller side.

You stare at the eggs for a long moment, a sinking feeling riding down your spine to land somewhere in your stomach.

Pushing past it, you slowly, gently reach out to brush your fingers across one—

...One that promptly crumbles at your touch, falling apart into denatured, rotting sludge that spills across your fingers, having only remained in one piece because nothing - until you - had disturbed it.

The response from your body is virtually immediate.

You turn to the side, brace one hand against the metal of the hull, and pull your respirator to the side, gagging wetly towards the water below. Between the taste in your mouth, the smell—oh the smell that gets worse as you go without the respirator, now joined by the scent of decaying eggs—the poison still in you... it's all too much.

You stand there, heaving and gagging and gasping for air. You wait for the bile to come, but it never does.

You feel and hear B.B. humming soothingly, grooming your hair with his paws, trying to keep you calm as you did for him.

Your throat settles, so does your stomach. The nausea abates, or more accurately, pulls back into the pit of your stomach.

You pull your respirator back on.

In ranger school, you went through a series of programs meant to get you used to the realities of nature. Pokemon were a cultural monolith in the world, and most people couldn't stand to see a dead carcass. You, personally, had been prepared for that part of training, being a fisher and all. Hell, you weren't the only one in that class who got to sit parts of it out—that's how you met Lazza, in fact: her family were butchers from the slopes of Mount Battle of all places; a kind of combination that meant she had seen more dead Pokemon in her life than you did, and your family brought in huge hauls of dead Magikarp on the regular.

You wish that training was applicable now. You wish you had gone through a class to desensitize you to decaying cadavers and eggs.

Turning back to the mess, you breathe out and, with grim determination, go about looking to see if any of the eggs survived.

Out of seven, only two don't fall apart when you touch them. You determine the cause of the decay in the other eggs is likely that the life inside expired due to absorbing chemicals in the water, chemicals in the water that likely also led to their soft shells—most aquatic Pokemon have soft-shelled eggs—deteriorating until they arrived at the state you found them in.

The eggs that fell apart on touch were long-dead, waiting for someone to realize that.

That just drags your mind back to the Toxapex, though. You think back to the Pokedex, going over the entry in your mind. Toxapex and Mareanie protected their clutches of eggs, instinctively seeing said eggs as part of their territory, but after the eggs hatched, they didn't participate in any parental behaviour. No, instead, the subsequent baby Mareanie, still vulnerable without venom production, are driven out by the irate parent, forced to find their own den and nesting spots in the surrounding ocean—something that is exceedingly difficult in well-established Toxapex and Mareanie colonies, leading to a natural selection for the ones who could be combat-viable the quickest.

Maybe that is why the Toxapex fought you so much, or maybe they already knew most of their eggs were dead.

At the very least, this wasn't parental behavioural instincts—it was territorial ones, further amplified by chemical poisoning, driven to their most extreme as a result.

You pull the two soft-shelled eggs that remain in one piece out from inside and ever-so-gently dip them into the patches of clear seawater near to you, carefully wiping your palm across their surface to clean off the grime, decay and chemicals from the egg's surface. You do this for each, placing the first one on the hull as you do the second, and B.B. watches it all happen in silence, only ever interacting by reaching over to gently groom your hair.

He's a good boy, he knows you're not feeling great.

When they're both as clean as you can get them, you fish out two pokeballs from your bag, the swelling in your face finally dying down enough to make actually visually finding them a possibility, giving you back your peripheral vision.

You take the first of the two eggs and cradle it, bringing the pokeball up and pressing the button against the egg. A second later, the weight on your arm vanishes as the egg is sucked silently inside without any fanfare.

Pokeballs could 'catch' eggs, but while inside, the egg wouldn't develop, instead placed into a kind of stasis. The fact that the pokeball accepted the egg at all is a good sign—it means the egg is still alive, but whether or not it's viable is another question altogether, one left for whoever gets these eggs when all is said and done with.

The second egg, a touch smaller than the first, also gets sucked inside of the pokeball you press against it without any resistance, and though two-out-of-seven is not good, you are impossibly glad that you go two-for-two when it comes to the still remaining eggs. You really don't want to think about disposal protocols right now.

You shrink the pokeballs down and stow the pair away in your medicine box, just to be sure they're kept separate from the rest. You don't have a marker to write 'egg' on the top at the moment, and you really don't want to get it mixed up with any Pokemon you catch later, to be completely honest.

Finishing packing everything away again, you breathe out, long and hard, and stare at the boat.

You have work to do, and hopefully that'll take your mind off of the sensory memory that's kicking around in your skull like a bad joke.



It takes you an hour and a half to clear out all the Toxic Spikes and patch over the ship's hull. You thought you'd get it done sooner, closer to an hour, before discovering smaller gaps and rips in the underside of the boat, where you'd needed to get creative to keep your head above the water to avoid getting anything on your injury while still patching them over.

The boat is, to be clear, never going to float again, but it's also not at risk of tearing itself apart when the reef is pulled out from under it. At the very least, the boat would be safe enough for a team to extract the oil from it or haul it away, whatever they ended up deciding on.

The swelling in your face has died down into 'just' mild inflammation, taking you from someone who looks as though a Weedle stung them in the mouth to someone who looks as though they simply had a very unpleasant allergic reaction to something recently. The deep pain of the venom has similarly faded with the most severe swelling, but with it went the numbing effect closer to the skin, leaving the cut you dressed pulsing angrily against the bandages with each beat of your heart.

You could be doing better, but you could also be doing a lot worse.

You don't find any more eggs in the area, even after checking inside various other openings in the hull, which is a small but appreciated mercy.

Sparing one last glance over your work—the bright yellow hull of the packet boat now punctuated by splotches of greyish-pink fused to it, reinforcing the construction—you're left feeling mostly confident enough to turn away and make your way back over to the collapsed building, climbing up onto it.

You did, after all, still have one more boat to check up on before you could move on to other things. The abandoned fishing trawler and theoretical dumping site for people in Pacifidlog who didn't want to keep petrol around but couldn't justify the overhead cost of official channels to get rid of it.

Fishing the map out from inside your pocket, you crease down the water-damage wrinkles along the edges, no doubt acquired during your fight with the Toxapex. It's all still legible, thankfully, and as seen before it remains an ocean of blue dots joined by two red dots—red dots in close proximity to one-another, no less, separated by the building you're standing on as well as some additional distance.

Staring at it for a moment later, you slowly turn around until your back completely faces the boat, and then glance up from the map.

The electric boats you see in the distance initially make it hard to find what you're looking for. Very few of the boats are in good condition—most of them are fully or partially destroyed, leaving large metallic chunks jutting up out of the water where hulls and engines have been torn apart by tidal and geological forces. It's a forest of dead and dying vehicles, and you're trying to look for one that, as seen in the picture, is hardly unique among them.

But you do, eventually spot it, largely because it's the only vessel out among the others that's got a lot of rust on it. There is rust to be seen on some of the electric boats, but none so all-encompassing as the nose you see peeking up above the waves, wearing a second layer of rust like a ragged coat.

It's joined by the rest of the boats nearby in a series of torn-open valleys and trenches in the reef system, these ones looking far deeper than the ones you traversed to get close to the packet boat. You can see the path you'll need to take to get to the boat without resorting to swimming - something you're not opposed to but would prefer to avoid whenever possible when the threat of hostile aquatic ambush predators is involved, frankly - but in charting that path something starts to itch at the part of your brain that had you on edge when you saw that the packet boat had no traps laid near it.

At least this time, it only takes you a few moments to realize why.

You turn away from the fishing trawler to glance back at the packet boat, still surrounded by patches of chemicals and other pollutants, clear of most signs of Toxapex and Mareanie traps, but with signs that something had been eating the corals all the same. The lack of traps there could be attributed to the sick Toxapex, who had claimed the region as their territory, but had probably reverted to 'conserving energy' because of how ill they felt. Normally, a very sick Toxapex would still eventually have to lay said traps just to catch food, but in this case, that need would have never occurred, given the surplus of - admittedly contaminated - food nearby.

Further out, beyond the packet boat, is the boundary where you're starting to realize the weaker Mareanie - and possibly Toxapex - can be found, with their variety of traps. Traps that are present because the population there, however many there might be, are still healthy enough to participate in hunting and territorial behaviour, and not relying on instincts telling them to conserve as much energy as possible until they felt better.

Not to say that the area with those traps was left untouched by pollution—just that, unlike the Toxapex you ran into, they aren't completely overwhelmed by it yet.

And now, finally, you turn back to where the fishing trawler is, and compare.

It is, simply, empty.

By that you mean you can see no traps, no spikes, yet also no chemicals in the water, no signs of pollutants or spills or anything like that, even despite the fact that you do not see a single coral that looks to have been fed on for any real length of time. Oh, there's some signs—you see a bramble of corals that looked to have had their pointed tips gnawed down, but nothing that points towards prolonged feedings, leaving most of the area defined by jagged brambles in a way even the route you took here simply hadn't been.

You feel your stomach twist, hesitating bubbling at the surface. Part of it is that the fight with the Toxapex you got into still sits heavy in your mind, but another part of it is that you're really starting to get sick of mysteries. You don't like the contrast of untainted water and untouched corals next to a hyper-aggressive Toxapex who, despite the wide-scale pollutants, fed on the corals with little restraint.

It makes no sense. You rack your brain for any chemical that might go unseen and might instantly poison anything that gets near it, but you come up with nothing—nothing that wouldn't be visible for other reasons, anyway.

If that area is so unpolluted, and the Toxapex you just caught was clearly trying to avoid ingesting excess contaminants with its feeding behaviour, why aren't there anything besides trace signs of Toxapex and Mareanie?

You shut your eyes and breathe sharply out through your nose.

Why this couldn't be more simple is beyond you, but you did have a job to do, and you're about as healed as you're going to get before the day is done and over with.

"B.B., alert," you instruct, tucking the map back into your pocket and turning your attention back onto the fishing trawler.

"Whis," B.B. concurs, standing straighter on your shoulder.

You work your way down the slope of the collapsed building and back out into the water, wading through it and keeping your eyes focused on the path ahead. You glance down every-so-often, expecting to find some spines—maybe, your brain considers, there's an odd colour-morph Toxapex or Mareanie in that area with bleached-coral-white spines, letting them camouflage spines against the corals—but nothing ever reveals itself as you trace around the vast valleys and crevices of this part of the reef.

You find no pollution or floating chemicals, and the smells getting in through your respirator retreat now that you're upwind from the packet boat and it's assortment of pollutants. The air returns to the normal smells of the seas, tainted by that distant note of rot, something you now realize is most likely the smell of decaying Corsola.

There are no threats, no signs, no warnings or cries or even just clues as you trudge ever-closer to the fishing trawler. There is nothing. Just broken, yet untouched corals.

Something which starts to raise confusing alarm bells as you get close enough to discover that the fishing trawler is actually in two pieces.

You can see how someone would think it's in one piece from a distance—you certainly had—but, no, now that you're close enough, you can see that a third of it is separated from the other remaining two thirds by several feet, having been cleanly torn off of it like an inauspicious wishbone. The corrosion, it would seem, had been more than extensive enough to let the boat shatter when it had hit the reef.

There's no putting this back together. If there was anything in the boat, it's out in the ocean now.

But then—maybe the boat didn't have anything in it? Maybe you are just really, really lucky this time?

Of course, that wouldn't explain the lack of signs of feeding in the area. If anything, the lack of chemicals despite the boat being nearly torn in half sends a thrill of worry up your spine as, if not the chemicals inside, what in the actual hell is keeping the Pokemon away?

The crumpled remains of the fishing trawler, for a brief instance, become more threatening than a Toxapex lining up a spine with your skull. You swallow thickly, muster your nerves, and work your way closer, navigating across the narrow ridge of reef running through a cluster of deeper crevices. You glance down into them as you pass, finding that all of them go deep enough to leave the bottoms obscured by gloom.

But you still find no signs of feeding, not even in those deep crevices where Mareanie and Toxapex would thrive.

As you clear the ridge, the corals rise up once more, bringing you up high enough that water descends back down to your knees, rather than sitting at navel level. You continue forward until you stand just a few short paces away from the torn-off nose, staring at the corroded, rusted metal, looking for any sign of what's kept the local invasive wildlife away.

Carefully, ever so carefully, you flick your eyes between the boat and the ground, searching for something, anything as you gradually circle your way around to the opening. Your heart hammers in your throat as you make your way around to the side and get a glimpse into the interior of the nose, anticipation buzzing in your teeth.

The interior is not unlike a cave: dark and gloomy, crusted in places with salt and dead seaweed. The water fills up about half of the nose, creating a kind of tidal shallow that ebbs and flows as the waves knock against your knees, made more wild by the uneven terrain near you.

It's then, inspecting it, that you see, at the very tip of the nose, furthest from you, where the gloom is deepest—you see a shimmer on the water.

Your eyes focus. So there was petrol on—... on...

The 'shimmer' shudders, and what you had thought was water splashing against some kind of obstruction near the nose moves, curling deeper into itself.

A droning noise rattles up from the tip of the nose, mournful and scared.

"—Uuuuuuk..."

You snap back as fast as you can, anticipation proven correct. You feel B.B. bristle on your shoulder, but you're almost tempted to put him away in his ball, to keep him safe, because—

"Muuuuuuuuuuuuuk," the Muk, obviously, drones from inside of the ship, making no attempt to get any closer.

Muk are dangerous, one of the kinds of Pokemon you didn't want to run into and have to deal with as a ranger. They could acidify their body to deal significant damage to flesh and bone, they are an animated, semi-amorphous mass of virulently toxic venom, and to top it all off, they cultured bacteria in their body that gave rise to a bacterial infection known as Muk Pox, of which there is no known vaccine on account of every Muk having a slightly different strain of bacteria.

It's survivable, absolutely—but the way they got you to survive it is by sticking you under intensive Pokemon-induced healing to heal you through your body burning out the bacteria, which could take days and was done while you're in a medically induced coma because of how painful it is to go through.

Your instinct, right now, is to turn and run and then regather yourself and try to figure out a plan. This isn't an apocalyptic scenario, but tangling with a Muk is not something you wanted to deal with in the first place.

Only...

The Muk remains where they are. They don't move, they don't charge you, you see no attempt to make a threat display. They crowd against the nose of the vessel, pulled in a vast, roiling wad of sludge that huddles away from you, as if you're the Muk and they're the ranger facing them down.

And that, and that alone, is what gets you to not immediately run and call for backup. Even B.B. on your shoulder seems confused. Muk are not outwardly hostile most of the time, but they aren't exactly... fearful, not like this.

"Kuhhh," The Muk warbles out from the nose of the ship.

You squint at it, taking another step back, just to be sure. Your eyes can't adjust to the gloom being out in the open light, but you spot something—the coloration of the Pokemon is a bit off. You can also spot white stones of some kind floating across its body, and at first you think they're Corsola branches, only for that idea to end up dead in the water when one of those stones runs up against the metal of the hull and rather than bouncing off, shatters like chalk and is swiftly reabsorbed.

Your gaze catches on the shimmer again, and you realize—it's not only the shimmer of light, it's also actual colour. The Muk isn't all purple, rather there's bands of yellow, blue, green and vibrant pink that shimmer and twist across the surface. It's only then that you also spot the next feature on the Muk's body—spikes, no, spines. Mareanie and Toxapex spines that stick out of the Muk's body like arrow-shafts jutting from a target.

You know this kind of Muk—this is the Alolan variant. They found use in Alola as part of their pollution clean-up, plastic and chemicals both. They had these coastal facilities, you're remembering—partially floating on the ocean, which are basically huge Grimer and Muk habitats. They'd net in a bunch of plastic garbage out and sea and haul it over to the facilities, at which point the local Pokemon there would consume the garbage and turn it into, well, more Grimer and Muk.

They're used elsewhere too for clean-up purposes, especially because of how docile they are when well-fed.

You continue thinking for a moment, staring at the Muk.

You know that the majority of Muk nowadays used human garbage as nesting sites, but that their wild habitat is places which are geologically active and gave rise to stuff like hot springs, where they fed off the natural sulphur in the water as well as other trace minerals and chemicals that rose up from the planet's interior. City sewers are their preferred spawning ground now as there are a lot more resources for them to draw from, but—

You can't see a Muk being hauled in from either a sewer or a hot spring in Alola.

Which meant... you are probably not looking at a wild Muk, are you?

The passivity, the timid nature—you breathe out, and then slowly, slowly crouch down.

A lot more made sense now. Whether or not the boat had petrol or other industrial chemicals in it - which, judging by the fact that the Muk is here at all, it probably had - the reason why none of it is present nearby is because of the Muk. The reason why there are no traps here is similarly because of the Muk, because for all that the Muk seems utterly unwilling to get near you or confront you, you can't imagine a Toxapex or Mareanie really meaningfully damaging it when the Muk was out in search of things to eat.

"Shit buddy," you say honestly. "It's luck that you managed to survive being hauled out here, but it's also really bad luck you ended up here at all."

There's a pause as your voice carries across the area.

"...Muuuuuk?" the wad of poisonous chemicals burbles at you, sounding less fearful, more curious.

This Muk is probably an industrial Pokemon—a working Pokemon, one who lived a life doing a job with a team as a partner, not unlike how Mulligan and the repair crew back at Mauville are. This isn't a battle-trained Pokemon, this is a domestic Pokemon, one that managed to survive being dragged from a pollution processing facility in Alola to Hoenn and end up here.

Judging by the amount of sludge you can see in the gloom, it's probably a very old Muk too—that would explain its ability to survive all that it did. It was probably quite powerful even without training.

"You know humans, right?" you ask the Muk, your own nerves finally settling, recognizing the Muk responding positively to your voice. "I'm not here to hurt you, I know you're afraid—my face looking the way it does probably doesn't help either, huh?"

"Kuuhh?" The Muk gargles, and you can see, in that mass of churning rainbow colours, a single eye peel carefully open to squint at you. "Muuuuuuk?"

The pupil hovers on you for a moment, before a second eye opens.

"...Muk?" they mumble, more quietly, more... hopefully, almost.

"Yeah, see? I'm a human, not a Mareanie or a Toxapex—B.B. right here's a bit grouchy because I got hurt restraining a Toxapex," you tell the Muk, feeling something loosen in your chest. You are still holding on to nearly losing an eye, aren't you? "B.B.'s my best friend, he's really good to me."

"Kuuuuhg," the Muk rumbles back at you, sounding less nervous, but they make no attempt to come any closer.

You wrack your brain for a moment, trying to think about what you could do to get it to come out. Ideally, you'd offer it a pokeball and hopefully it'd recognize what it was, being a domesticated Pokemon, and willingly be caught. After that, you'd bring it back and give it off to someone to find their way home to Alola. Muk are, frankly, no less invasive than Mareanie or Toxapex for Hoenn, though they are much less likely to meaningfully collapse the Corsola population, you suppose.

Your brain supplies you with a memory of the movies you watched as a kid. Orre... had, technically, a movie scene, but it only really existed in west Orre, where there existed money to make productions like that. Most of the movies you watched growing up were smuggled in from Konrin, and in Daugo, it's how you learned the language. One of those smuggled in boxes of movies had turned out to have a number of Alolan movies inside, and you'd been excited up until exactly the moment where you'd found out the movies didn't have any subtitles in any language besides Alolan.

Not even in Daugo, which you might have been able to stumble your way through.

You did end up watching a single one of the movies though, out of morbid curiosity about what Alola did with movies, and there was a scene in it—near the beginning, that had a line you hadn't quite ever been able to forget, because the expression the person it was said to looked so unimaginably furious when he heard the words. It always made you crack up, even if the scene had been clearly meant to be very serious.

You mouth the words to yourself a few times, knowing you're certainly about to butcher the line, but you ought to try—maybe if the Muk heard something in Alolan, it might come forward.

Maybe you're trying to lure a Muk you only think is domesticated and is, in fact, completely wild towards you. You have a back-up plan if that's the case - run, phone for help, scream - but you don't really think that's what's happening here.

You clear your throat.

"'A 'ole e ho'i kō wahine ia mau hana," you try, butchering the pronunciation thoroughly in the process.

Both of the eyes on the Muk pop wide open, and they slowly inch forward after a moment. Then, after pausing, they do it again, and again, until finally the Muk is emerging out from the boat, staring at you beseechingly, curiously.

The Muk's body roils as they take proper shape; a pair of arms, joined to a sloppy mass of sludge that spread across the ground like a slug. Out in the open, you realize you've dramatically underestimated the number of spikes in the Muk's body—there's enough to make them look like they lost a fight with a gang of angry Qwilfish.

They're huge, of course—the largest Muk you've ever seen, but you expected that much.

The Muk stares at you from the mouth of the ship, mouth forming and pulling open, revealing white rocks lined up like teeth, strings of sludge dripping from their body and down into the water below, only to surge back into the Muk's body. "Muuuuk," they announce, before continuing. "Muk—kuh."

You reach into your bag, carefully, and pull out a pokeball, presenting it to the Muk.

The Muk takes a second to notice it, and when they do, recognition flashes across their face. They don't recoil or retreat, but look up again at you. "Muk!" they warble, coming closer, within arm's reach.

"I really hope I'm not pissing you off when I do this," you say frankly, before leaning forward and gently pressing the button up against the Muk, keeping your hands clear from their mass. The ball cracks open a small sliver and white light swallows up the Muk, hauling it inside before clicking shut again.

The ball doesn't even rock a single time before it clicks loudly, the button lighting up and indicating a successful catch.

You stare at the pokeball for a long moment. You hope the next time they're brought out, they'll be back in Alola, rather than out here.

Your nerves finally fully leave you, and the relief this time leaves you actively nauseous. First an enraged Toxapex, then a docile Muk. Beyond parody.

You tuck the ball away, breathe out, and wipe the stress sweat from your face with your sleeve. You lean your head over so that you rest your cheek on B.B.'s body. "Good job," you tell him, knowing he could have been a lot worse.

"Murr," B.B. grumbles, but leans into you all the same.

You get back to your feet and inspect the boat, revealing that there's no pollution left and no signs of it having been there in the first place, though you definitely do think there was pollution there. The Muk would not have stuck around if that wasn't the case—you would have found it where you fought the Toxapex.

Thinking about it as you walk around the shattered boat, the Muk being here makes a lot of sense in retrospect—you hadn't been able to put words to it, but you thought it was odd that whether or not there was a petrol leak was so up in the air. The Muk is the reason why: people hadn't noticed it because the Muk had presumably been siphoning off a lot of it as it spread.

In one way, the reef is very lucky—you expect that boat probably had enough petrol and related chemicals inside of it to make the patch of polluted waters you found the Toxapex in look meagre by comparison.

Turning away, you reach up to rub your neck. Both boats have been properly identified and the one that needed it is secured. Your face still hurts a lot, but you have more to do before you can head back towards the floating wharf.

The question is, then: where do you start?

Choice:
[ ] Get to work setting up the tethers

[ ] Start looking for invasive Toxapex and Mareanie

QM: Hey fellas! I just wanted to say that whoever guessed the existence of Alolan Grimer / Muk was right but not in the way they were expecting. The major clue is in the fact that despite two boats which were being used to store excess fuel being thrown at a reef nobody was quite sure if there was a petrol spill. I'm still shocked anyone at all guessed this twist early on, and it did kinda deflate the reveal but eh, I can live with it.

On that note, I didn't stop the chapter at the emergence of the Muk because—well, frankly you guys put enough EXP into perception and handling to mean it wouldn't be up in the air if the Pokemon was about to attack you. If not for that, the chapter would have ended there with a 'how do you intend to respond', but I felt it was kind of pointless to go "here's Kylie very obviously laying it out that the Muk is the Pokemon equivalent of a scared house cat that got out and is hiding in an alley, do you want to attack it?"

I suppose I could have given the option of how you wanted to approach calming the Pokemon down but I also... didn't really feel that was warranted as there's no aggression display here. Like you needed that with the Magnemites because Papa Mag would have kicked your teeth in if you tried to calm it down with just talk, but this is not a wild Pokemon, if that makes sense?

Regardless, if you have any tips or advice on how to approach situations like that I'm all ears. Also, if you guys really wanted the option to interact with the Muk in your own way, tell me, and I'll try to adjust for the future. I'm still learning.

Anyway, the translation of that bit of Hawai'ian roughly comes out to "these things won't cause your wife to return". It's not a reference to any actual movie, it's just like the only partial string of Hawai'ian I know and had to double check through a dictionary. If I got anything wrong, please tell me.

With that, I'll be going on break for December since I am flagging hard and need some time to rest. I'll try to get some updates to the move list out, as well as the types 101 post, and I'll still be closing the vote within a couple of days. I should be back closer to the end of December (pre-Christmas, maybe) but I'll have to see how I feel.

I'll see you then!
 
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Vote results

Quick summary:
[X] Start looking for invasive Toxapex and Mareanie wins at 18 votes.​

Merry Christmas (Christmurr? Ehh) for everyone who celebrates! I worked to get this out on time, and this is a smaller one, but I am officially back now! I hope the month wasn't too long. I got up to a lot of things (beat all 3 routes of Armoured Core 6, caught up on a bunch of stuff I was reading, and nearly gave myself an RSI from playing too much Grim Dawn after buying it—super recommended!) in my break and I'm rejuvenated and ready to get back to work!

Thank you all for reading today's update!

It's with waves tickling at your knees and your face still throbbing that you come to the weary realization that you're going to have to go and look for the Toxapex and Mareanie before you do anything else.

One would think that the close shave with the Toxapex would have instilled the desire to do the opposite—that at the very least you would feel inclined to take a break and put down some tethers first, before intentionally going out looking for danger.

In reality, it has done the opposite.

It's exactly that close shave with the Toxapex that makes you feel this is necessary. You nearly took a poisoned spine to the eye today, one fired by a sick Toxapex who really just wanted you to go away. Without B.B. pulling out the stops that he did, or hell, even with B.B. pulling out the stops that he did, just against a Toxapex that was a lot healthier...

Things would have gone worse. Much worse. The Mareanie line, from what you read, also specialized in rapid regeneration to add onto their already impressive defensive attributes. If the Toxapex had been healthier, B.B.'s attack might not have done the damage it ended up doing, or even if it had, the Toxapex might have been able to just shrug it off and quickly heal itself back to its prime. As powerful as B.B. showed himself to be in that moment, you are almost certain he drained his aura reserves down to nothing in a panicked bid to protect you.

If the Toxapex had been able to endure the attack and escape the pokeball you threw at it, it would have left you - poisoned and with only a shovel - protecting your exhausted partner against an enraged, fully-evolved poison-type Pokemon.

You... don't really want to think about your chances in winning that fight.

Luck saved you, or at least opportunity saved you. You can't rely on every hostile Pokemon you run up against already being weakened, and you can't just expect that the local Mareanie and Toxapex, wherever they might be hiding at the moment, will ignore you when you next come across one.

Your Pokedex laid it out to you when you read up on them, and your interactions with them in the field have only cemented it: the species is extremely territorial, and not above attacking humans. Before you put down the tethers, you're going to need to make sure that you're not going to get ambushed while you do so. You need to find out where the Mareanie and Toxapex populations have congregated—if they have at all—and catch any that you can, just so you can be sure that you can do your job without risking an ambush.

With all of that begrudgingly established, now you need to figure out where to go.

Reaching into your bag, you retrieve your wrinkled map again, smoothing out the creases with your thumb. Staring at it, you quickly orient yourself by referencing the boat you're standing next to, and that at least gives you a good idea where you are relative to the rest of the dockyard. You're not quite at the fringes of the area yet, but it is fair to say you are definitely off to one side, almost up in a corner of the district.

Recalling the path you made to get here, you slowly draw a line with your thumb along the landscape, until it brings you back to where you know the staging point is, with the makeshift wharf and boats.

You know for a fact that you did see a lot of visible signs of Mareanie and Toxapex activity back the way you came. That entire minefield of spike traps just beyond the first boat you had checked up on comes to mind, a minefield that had vanished once you got close enough to the boat to be within the territory of the Toxapex you ended up catching. The sheer disparity between the area immediately around the boat and further out leaves you with the belief that the Toxapex in question wasn't the one to lay down the spikes around its territory, which does point towards other local clusters of Mareanie or Toxapex living nearby.

That's at least one location, but then you don't need to start going back the way you came immediately. You're going to need to go back there eventually anyway, and the fact of the matter is that, with your attention on the boats up until now, you haven't really been looking for Mareanie and Toxapex up until this point—just reacting to signs of them when they became obvious.

Since you're up in this corner of the dockyard anyway, it seems to you like a good idea to at least check your local area first, before deciding to leave.

Glancing up from your map, you swivel around to take in your environment. You don't expect to find any telltale signs of local Mareanie and Toxapex activity on account of the Muk you now have tucked safely away, and true to your instincts, you find nothing besides the same traces of feeding that you saw when you first arrived, ones that probably predated the Muk setting up shop here anyway.

Hedging your bets on the information relayed to you through your Pokedex, you can make the safe assumption that the local Mareanie and Toxapex have acknowledged this area as the Muk's territory after they lost a number of fights to the gentle amorphous mass of sludge. There is still some time, you think, before anything nearby will notice the Muk's absence and move in.

But that doesn't mean there are no Mareanie or Toxapex in the areas around this part of the reef. Just like how Mareanie and Toxapex set up shop around the leaking boat, you have to assume that there are clusters of the species nearby, not just because you saw similar behaviour before, but also because the Muk, when you found them, had been covered in poisonous spines, presumably from prior conflicts.

Looking down at the map again, you spot an area nearby which appears to be a small cluster of residential tucked away in the dockyard. Judging by the map, the cluster of buildings are certainly far enough away to sit outside of the Muk's 'territory'. The collapsed buildings would also be tempting for any displaced Mareanie or Toxapex to use as a den, and this is by far the most densely-packed part of the dockyard you've seen on the map—everywhere else being sparsely occupied by the occasional cluster of commercial or storage buildings.

In other words, it's free real estate for any displaced wild Pokemon who happen to like tidal habitats.

You'll check it out first, then. If there's nothing there, then you've managed to confirm Mareanie and Toxapex haven't infested this end of the dockyard. If there are any nearby, well, you've vindicated your deduction skills. It's a win-win.

Tucking the map away again, you crane your head around until you find the outskirts of the residential area in your line of sight, indicated by some clustered ruins of collapsed buildings tucked tightly together and the fact that the path you took to get here is directly behind you.

With that, you start moving.

If Pacifidlog was still in one piece, your path ahead would have taken you along a wide avenue that curled from the pier up to the residential area, flanked by a handful of buildings. But it isn't, so your path instead starts off with a narrow walkway along the rim of a single vast, deep trench in the reef, a walkway that dips down low enough that the water reaches almost up to your chest. You peek off to the side to find one of the indicated buildings shattered deep in the trench below, most of it obscured by the deep gloom that far down, revealing only that the roof that had once covered the building had been tiled in a rainbow of colours, no one shingle alike.

The reef does not raise up as you reach the next stretch of open reef, and you end up having to skirt around a beached electric boat whose nose has been peeled away like the rind of an orange, revealing the skeleton beneath and the fact that barnacles have already made themselves a home inside. Once you bypass the boat in your way, continuing to work through the deep water, you end up arriving at another precarious-looking path stuck between two deep, if narrow trenches.

Another glance into both reveals nothing but the gloom. Overcast skies above, tempestuous tides, and enough free-floating debris firmly keeps anything below maybe six or seven feet firmly hidden from you, no matter how hard you squint into the waters.

Making it across isn't difficult. None of it is, really, not like navigating this place would be had the reef somehow been fully exposed to the open air, where the drops presented on either side of you would result in a brief fall followed by an agonizing maiming via all-natural spike pits, but your heart still slips up into your throat as you carefully tread across the foot-wide ledge of reef that lets you pass between this area and the next without swimming.

The third and final narrow passageway you must take is mercifully less extreme than the rest. You come onto it a few moments after arriving on the other side of your last path, and though this trench is no smaller than the rest, the path over it is rather more sizable. The path itself appears to be made from a loose conglomerate of shattered pieces of Corsola—branches and even a few things you can unfortunately identify as limbs and horns from Corsola—which had been spilled into the trench and filled in the centre, leaving behind a tall, almost spine-shaped mound that you could use to cross.

You expect as much before you even put a single foot down, but the mass is not rigid like the rest of the area you've walked across. Instead, as you begin to stagger across it, it responds to your added weight like slightly buoyant gravel, pieces buckling and tumbling off down the slopes of the mound, displaced by your footfalls and once nearly bringing you with it. The entire mass feels unstable enough that you move as fast as you can without sending the entire thing tumbling down, just to get off of it a few moments sooner.

Once accomplished, you're left on a still-ragged, if significantly less canyon-filled landscape. The reef is no less broken than it was behind you, but the destruction is on a different scale; the corals are all bleached bone-white, the waves still lap and curl around jagged prongs jutting up from waters below, but the dips and rises in the land are not so severe as the canyons before.

Glancing behind you, you also realize that you've left even the scattering of boats behind—your path ahead is finally clear of destroyed vessels.

Considering you're this far away, too, you reach up and pull your respirator away, tucking it down onto your chin, and take a deep breath. The air is by no definition fresh—it feels that way for all of about ten seconds until the sickly smell of rotten Corsola kicks back in, but when your eyes don't water from chemical fumes and it doesn't hurt to breathe, you can safely assume you've left the pollutants behind. You probably had when you arrived in the Muk's territory, but better safe than sorry, really.

With no reason to keep them on, you pull your respirator off, tuck it away, and then do the same for B.B., pausing only to let your ornery little man shake his head voraciously to "help" you get the respirator off more quickly, letting out a pleased murr as you do.

"Feeling better?" you coo at him as you tuck his respirator away with yours, keeping both of them at the top of your supplies. You might need them again, if you find something else in need of clean-up.

"Whismur," B.B. responds in a satisfied rumble, rubbing his freed nose against the space around your bandages, snuffling. After a moment, he pulls away again and taps your hair with his hands, combing at it with his small claws. "Whis," he concludes.

With his inspection coming to an end, you're free to turn your head - and attention - back to the path ahead. The ruins, once further out, now dominate your field of vision, and you can just barely peek at the structures beyond them, though most of it remains out of sight. The ruins you did see have since coalesced into a kind of wall of crushed and compacted rubble, looking to have collapsed over onto one-another like dominoes, creating a long, slightly curved wall of sorts.

More critically, however, now that you're this close your frame of reference has revealed that the ruins aren't on the same level as you are. They sit, by the looks of it, about a meter above you, on a raised portion of reef that had not really been visible from further out.

You trace the ground ahead of you and end up finding where this portion of raised reef starts, and feel another wave of frustration.

There sits, at the edge of what you're now calling 'the residential area' in your head, a cliff; not one made of rocks, but of Corsola corals. The cliff stretches out in either direction, and it is a sheer, meter-tall wall, with no upward slope leading onto it. From what you can tell by looking at it, the part of the reef the residential area is on had not collapsed like the rest of the reef you've been on had, and rather, it would appear that it snapped off from the main bulk of the dockyard's reef when the collapse had occurred, leaving that sheer, vertical cliff wall in its wake.

The fact that it's a meter higher than the rest of the area still doesn't bring it above the water line - thus why you didn't see it until you arrived - though parts of the cliff in front of you do jut out from the tides, forming a kind of rim that rises and dips depending on the area. Getting up there would bring the water down to your ankles, by the looks of it, which is certainly better than the chest-high water you're standing in now.

Unfortunately, it would seem the sheer physical forces involved in this part snapping off from the rest of the reef during the collapse had not left any paths up to it you could walk on foot. In fact, it did the opposite, for surrounding the cliff face like a moat is a cratered trench around six feet across and, at a glance, probably reaching as deep down as the seafloor below. It outlines the entire cliff wall, there isn't a single space without a trench of some depth, and even the shallower ones you spot near the corners are still deeper than you are tall.

You're going to need to swim. You've avoided swimming to keep the wound on your face clean, but you did expect that this scenario would come up eventually. Keeping your head above water is going to be hard with the choppy tides, but it's only six feet, and you're pretty sure you can make that in a single push.

Trudging up to the edge of the gap, you stop just short of it and stare down, eyeing the gloomy depths within. You consider trying the shallower parts, but eventually discard the thought. If you can't find a space you can just walk over, it's not worth accidentally ramming your foot into a bundle of sharp corals because you chose the one where some of the reef is still below you.

After closely inspecting the ledge and the area just beyond it, to make sure there's no spines you or B.B. could run into, you focus.

Breathing out through your nose, you extend your arm out to the side. "B.B., throw," you instruct. You could swim across with him on your back, sure, but you don't especially want to. You might not act like it, but he did actually weigh more than people thought he did.

B.B. obediently shuffles down your arm, glancing back at you for confirmation as he comes to a stop on your forearm.

You nod, then pull your arm back. "Jump then wait, buddy," you tell him, before breathing out and swinging your arm forward.

At the apex of your swing, B.B. jumps with near-bruising force off of your arm, kicking with his deceptively strong legs. The subsequent combined hop and throw carries him across the six feet to land near the lip of the cliff. When he lands, he does so with a splash, the water reaching up hips.

He turns around once he lands to stare at you, kicking his feet out and wiggling his arms. "Whis!" he calls, confirming he's succeeded in his mission of being thrown like a sack of potatoes.

You smile even as doing so causes your cheek to flare and ache.

Reaching down, you tighten the straps of your bag and make absolutely sure there's nothing loose on you that you could lose in the swim over or otherwise might get tangled up on the cliff face. It is, like most parts of visible reef in Pacifidlog, made up of a large numbers of jagged pieces of dead Corsola, after all.

Once you're done, you start moving forward. The trench ahead of you is sloped, and you descend down the side until the water tickles at your chin and you can feel your body's natural buoyancy. Tucking your feet against the reef, the water comes up to your lower lip, just barely touching the edge of your bandages, then, with an exhale, you push off.

The single push is enough to carry you over to the other side in a weightless glide, which gives you the time to focus on keeping your head above water and keeping your body from banging against the cliff face, which you do manage. Your ankles do bang against a series of jagged spikes down below, and pricks of pain skitter across your hands as you grab hold of the edge of the reef, but you expected that coming in.

You once again reiterate in your head you are glad that the devastation hadn't left the reef all above water somehow. Trying to get across this without the water to swim through would be significantly more difficult and, more to the point, far more lethal if you slipped.

Gripping on tight, you haul yourself up onto the raised area of reef, hauling your leg up and over the side with you. You get another few bangs and scraps as you haul your body up against what amounts to a coral thorn bush, but you feel nothing break through your skin suit or your skin, for that matter, even if you do expect to find a lot of weird-looking bruises the next time you have to take a shower. More to the point, the only part of the bandages on your face that got wet were the ones clinging to parts of your face that weren't wounded, so you're willing to call it a win.

Clambering up to your feet, you find yourself at your new vantage point, a meter higher than before.

And it reveals, at last, the full fate of this portion of the reef.

It is, like the rest, dead. Bleached corals stretch on almost endlessly, spread out beneath the shallower, ankle-deep waters you now stand in. There's no hints of pink in sight, and yet this is probably the most intact parts of the reef you've seen.

Remnants of wooden platforms still remain scattered across the areas, the former walkways that served to let people walk over the water, rather than through it. The line of houses you saw before, collapsed into a curled wall, are not the norm, but rather the fringe periphery, as beyond them sits houses much less destroyed than you've seen before. Most of them have still collapsed in some way—many were missing walls, some had seconds floors which had collapsed, but many still retained their original shape in a way that the shapeless mounds you've passed by to get to this point simply never did. Nothing here is habitable, nothing here yet lives, but if you squint, you can see what used to be.

All across the area are stretches of coral that sit just barely above the water line, resembling causeways of a sort: narrow, winding paths, many with wooden platforms still attached to them, though with vast gaps between one piece and the next. The causeways curl and curve, forming what you're realizing now are the smaller roads branching out from the avenue that would have led here from the pier, leading over to the square-shaped formations of buildings. It seems the way they built here was to take a bunch of buildings and have them form a kind of ring around an open, deep-water space which could only be accessible for the people living in the building, overseen by a handful of balconies and presumably other structures that had been shattered in the storm.

Enough of these formations remain that, for the first time since you stepped off of the wharf, you don't have a complete and full line of sight on everything ahead of you.

The area seems to have been less damaged than the rest of the dockyard, likely due to being further into the reef than the parts you've passed by, and possibly in part due to the density of buildings. You notice that the buildings on the fringes are much like the ones you're standing next to right now—walls of rubble, collapsed down under extreme forces, but that had presumably protected the rest of the area to some degree. You think that the relative lack of buildings in the rest of the dockyard might also have played a large role in why this area isn't so damaged—water will, after all, choose the path of least resistance, and with the way the dockyard was set up, there was a lot more open space for water to travel through than there was here.

You're so caught up in your observations that it takes you another few moments at marvelling at what Pacifidlog might have once looked like before you catch sight of the spikes five feet in front of you. You almost flinch when you do notice it, reality reasserting itself as it always does: without an apology.

Jutting out from the side of one of the causeways is a bundle of spikes—a rich, reddish purple that contrasts against the barren bone-white of the reef. The way the waves lap at the space just below the spikes indicates that they had been placed there during high tide, when the area would have been submerged.

And once you've seen the first one, it's impossible not to see the rest. The causeways, the parts properly above the water line, are all mostly untouched—here and there sit spikes presumably placed when the water level was higher by Mareanie and Toxapex who didn't know any better—but the shallows beyond it? It's sprinkled with spikes and spike traps, not easily identified at a glance, but now that you know what to look for, stand out beneath the shallow waters.

Compared to what you saw before, these spikes are nowhere near as densely packed. What they are, however, is far more wide spread; every space defined by the curving, branching causeways has at least a few, many with several, as far as you can see, the majority tucked away in shallows too deep for low tide to reveal, clustered among bunches of seaweed and other plant life. The clusters of spikes you saw before had been veritable forests, but dense forests that only went on so far before various elements of the environment (the territory of a powerful Pokemon or the absence of a reef to put them on) forced them to stop. This here seems more deliberate, more like how you might find Mareanie and Toxapex spikes if you happened to live in Alola or Galar.

Joining the spikes are signs of feeding. Prolific, focused feeding, at that. The places where Mareanie and Toxapex have fed are well-defined due to their vaguely circular expanses of gnawed-down corals, reduced to nubs. Unlike before, where feeding was sporadic and random, pockmarking the land, over here each feeding area sits distinct from another, but each of the feeding areas on their own are large and likely growing out from a single point where the Mareanie or Toxapex first started. There's numerous feeding spots all across the landscape, though they haven't gotten to anything close to all of the coral in the area yet, they were certainly progressing at a brisk pace towards that end goal.

Your eyes linger on a nearby ragged expanse of flattened corals. These ones were probably healthy (or as healthy as any Pokemon can be, given the circumstances), well-fed, and intent on establishing themselves.

"Whis?" B.B. opines, and you jolt out of your thoughts, glancing down to find him standing on your right foot and staring up at you beseechingly.

"Sorry buddy," you apologize, reaching down to pick him up by his arm pits and then tuck him against your chest. He takes a moment to nuzzle against you, rubbing his face wherever he can manage it, before his more cave-based, gremlin creature instincts kick in and he's scuttling up your body and making his way over to his preferred shoulder.

The distraction does help, though, and clears the shock out of your head. When you return to taking in your surroundings, you don't do so blown away by the issue faced in front of you, but rather with an itching curiosity in the back of your skull.

You stare deeper into the area around you, where the houses block your line of sight. You trace the lines drawn in the ground by the spines, where they get more dense and where they thin out. By the looks of it, activity ramps up deeper in—a path ahead that is still not quite visible to you yet. You're here to look for Mareanie and Toxapex, and now all you have to do is find them.

Thankfully, getting deeper in, unlike your path before, should not pose nearly as much of a problem.

Making your way from the lip of the cliff to the nearest causeway, you follow its path ahead as it threads between two collapsed buildings, passing by the wall of rubble that blocked your line of sight. You keep your eyes ahead, not needing to watch your step as closely, though you do still spare repeated glances at the ground below, making sure nothing catches you unaware.

You find more spines as you walk along the causeway, ones you hadn't seen before. Spines hidden in small divots in the reef, beneath chunks of wood or other debris, signs of more sophisticated trap-laying than the ones most easily observed from the outside. You spot a great many spikes so deeply lodged into the reef only a few inches of sharp spine stick out from below, all but invisible to anyone who wasn't standing next to it and knew what to look for.

The causeway you're on turns off to the side, your vision blocked by one of the compounds you saw before. A glance behind you shows you haven't gotten that far from where you came, just with so much to see, it felt that way. Turning back ahead, you trudge slowly forward, and arrive at the bend in the road, passing by waterlogged wood and cracked corrugated sheet metal.

It's then that you freeze as you hear something distant. Something you probably wouldn't have heard a month ago.

A crunch. A sharp one, like B.B. finally breaking through a remaining piece of hard kibble with his back teeth.

A second crunch follows. Then a third and fourth, in short order.

You suck in a breath and slowly inch around the side of the building, peeking your head out and down the path ahead.

A fifth crunch echoes out, and you see it.

Off in the distance, a Mareanie sits out in the open. It's hard to gauge size from a distance, but they look about average for a matured Mareanie, even if they haven't yet evolved. The Pokemon sits with two of their tendrils lifted up, clutching onto a mass of Corsola corals they have evidently worn down over a long day of feeding, now just left with a chunk the size of a human's head. They're not facing away from you, but rather facing to your left, and though they could see you if they looked to the side, they're evidently much more preoccupied with their meal.

The Mareanie brings the mass back in to take another bite. You can't make out details, but you can see the Pokemon move the coral in, hear the crunch, and then see them pull the mass away again. Their feeding rate is quick, a pace you would call ravenous on any Pokemon besides B.B., being as food motivated as he is. For the Mareanie, you have no idea if they're rushing to finish a meal, or if this is just normal for the species.

Considering the amount of damage you've seen though, you hazard a guess that it's probably the latter.

Lowering yourself down into a crouch to limit how much of you is visible, you keep watching.

More crunches ring out as the Mareanie quickly works the head-sized chunk down to a fist-sized chunk, then down to nothing at all. When the last of their meal vanishes into their mouth, the Pokemon spends some time after apparently grooming their tendrils, bringing them in towards their mouth. Once they've finished that, the Mareanie rises back up, the two front-facing tendrils they had used to eat coming down to act as legs along with the rest of their tendrils.

The Mareanie is about to move when they pause. You watch as, slowly, the Mareanie turns one-hundred and eighty degrees, and with a posture that you would almost call sheepish, bunches up their head tendrils and a moment later fires some spines into the water. The process they take is actually kind of interesting to watch: they rotate between each individual limb, moving their entire body to make sure each spine is fired into a select, intended location without much deviation. You can't tell what horrible spike trap the Pokemon has left behind, but you can spot some clusters of spikes nearby that at least give an idea of what you might find if you were over there.

It's at the moment when the Mareanie finishes laying out their trap that light breaks through the clouds above.

A long stripe of sunlight dashes across the surface of the reef ahead and behind you, catching both yourself and the Mareanie in its path. The water catches the glare of the sun, and when you glance up, you find a narrow rift in the vast grey cloud banks up above—a pale yellow-white sun glimmering overhead. Even so, the rift in the sky above is moving as fast as the rest of the weather system, and you can already see the stripe of sunlight diverging, heading towards the east.

When your eyes drop back to the Mareanie, you nearly choke.

The Mareanie sits there, tendrils pushed up over their head and splayed wide, like some kind of bristly, thorn-covered flower. For a single moment, you think you've already been spotted, that you've had the kind of shit luck today to be spotted because the damn sun came out at the worst possible time, that you're seeing a preemptive threat display.

Only... the Mareanie is not facing you. They're not even looking at you, and their tendrils aren't moving up and down as a threat display would generally demand. They're just stretched out, as wide as they can go, while the Mareanie's body sits relaxed against a bundle of coral.

That's not a threat display, you realize.

That's a Mareanie sunning themselves, enjoying the heat and light when as far as you know this part of Hoenn has been battling storms ever since Groudon and Kyogre got into their spat.

But the light, you're reminded, isn't static, it's moving with the wind. Already the stripe of light is meandering away, and both you and Mareanie are at the fringes of it before long. It's only some time later when shade returns, and the Mareanie's tendrils drop down almost reluctantly, before finally pushing themselves back up. The Mareanie glances around idly, even glancing in your direction without seeing you, before one tendril comes around to scratch at the top of their head.

Then, with that, they turn back in the direction they were facing when you first found them and start moving, their pace unhurried and lax.

You have an opportunity here, you realize. You could go out now and take down the isolated Mareanie, get started on catching them, and get it done quickly. There's no other Toxapex or Mareanie around, judging by how at-ease the Mareanie is, and you should have much less of a problem approaching it, however you might end up doing so.

Or...

You could follow it. This area is occupied by more than just that Mareanie, clearly, and if you had to guess, they're heading back to their den. This is a Pokemon which will know how to travel back to their den without running into other territories. This could get you much deeper into the area while revealing where the local dens are by seeing where the Mareanie avoids going.

Once there, you could then capture the Mareanie or reassess and approach the issue as needed.

Choice:
[ ] Engage the Mareanie now
[ ] Plan write-in

[ ] Follow the Mareanie back to their den
 
Last edited:
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Vote results

Quick summary:
[X] Engage the Mareanie now
-[X] Plan Sunbeam

Won at 17 votes​

I really enjoyed writing this chapter! Like a lot! I hope you enjoy reading this one, too! Also it's coming out early since I had the chance to write it early! Thank you all for reading!

As you inch further out from behind the collapsed buildings to keep the Mareanie in your line of sight, you consider your options.

Or, really, your one option.

The moment you stop to think about following the Mareanie back to their den through unknown territory is the moment when you bin the idea entirely. Were you not just ruminating on keeping yourself safe? Managing problems as they arose, rather than running full tilt into danger?

Sure, following the Mareanie back to their den would get you deeper into the area in a relatively safe fashion, but then what?

The topography of the reef, as you've come to learn, cannot be relied on to remain shallow and flat; for all you know, the Mareanie could be nesting in some ragged canyon or pile or just in an area where you'll be hard pressed to find stable footing, putting you at an unnecessary disadvantage.

Not only that, but you can't be sure you won't end up closer to other Mareanie and Toxapex by following this one back. They did tend to nest relatively close to one another, and if things went really sour, you could find yourself not just facing down one Mareanie, but two, or three, with a potential Toxapex - one that probably wasn't horribly sick, you need to add - thrown in for good measure.

At least here, the ground is easily navigable and your chance of running into more Mareanie or Toxapex - measured by how lax the Mareanie you're tracking is - is slim.

More to the point, you also have the distinct impression things might go a lot worse if you tried to approach the Mareanie close to their den, rather than out here.

Admittedly, you're capable of recognizing there's probably no good way to approach a wild Mareanie that won't upset them in the process. Your Pokedex had described to you a species that certainly couldn't be called fully solitary, but neither could they be called particularly social by any stretch of the definition. They lived next to one another and shared hunting grounds, sure, but in the wild, Mareanie and Toxapex only really interacted with each other when it came to territorial fights, reproduction, and the occasional meeting in neutral territory.

Confronting a Mareanie close to their den could probably only be seen one way by said Mareanie: an attempt to muscle into their territory and drive them out. Which, to the Mareanie's credit, isn't really untrue, but it also isn't especially helpful at the moment.

Everything considered, your best chance to get this done quickly is to do this now. You aren't willing to follow them back to their den - for the variety of reasons laid out - and the longer you waited here, crouching in shallow surf, the more you risk losing sight of the Mareanie or risk the Mareanie ending up in some part of the reef that is much harder for you to navigate, and as such much more likely for you to imperil yourself in.

It's lucky, then, that the Mareanie shows no signs of making a chase out of this.

The Mareanie moves in what you can only describe as a lazy strut, their already slow pace bogged down by the winding route they take between bundles of poisonous spines. The Mareanie makes no attempt to disrupt the traps they walk past—you think you can chalk that up to opportunistic feeding habits, as a rival's trap is as good as their own, given they get to the Pokemon trapped by it first—but they do walk without much or any care. They shove seaweed, loose corals, and other detritus out of the way as they walk, laying bare the more cleverly-hidden spike traps in the surf, some of which even you hadn't noticed until the Mareanie ambled by.

You're left wondering if this is normal behaviour for the species, or just something particular to this Mareanie. Given all the work that still has to be done, you'll probably have an answer before the mission's over.

Reaching into your bag, you pull your styler out and begin to creep further forward. You keep yourself low to the ground as you move, just to be sure as little of you as possible is visible at any given time, though even when crouch walking you're still, somehow, gaining ground on the Mareanie, even if very slowly.

Unlike with the Corsola, you're not going to need to drag a Pokemon down from a state of mindless panic. Rather, the Mareanie is, as far as you can see, about as calm as any wild Pokemon really can be when outside of their den or other safe environment. Transferring a sense of calm over to the Mareanie, then, isn't likely to work—you're not actually all that convinced you could force your mind to be calmer than the Mareanie already is.

In one respect, that makes this easier than handling the Corsola had been. In another, it makes it rather more complicated.

You need to make the Mareanie non-confrontational, and ideally comfortable enough that catching them won't pose an issue, or at least not much of one. For situations like these, you'd normally want to approach a Pokemon by drawing out feelings of camaraderie, family, and friendship—even many purely solitary Pokemon could still be lulled by feelings of parental protection and safety, and for most others, a friend or family unit is a safe place to be.

That, you know, isn't going to work for the Mareanie. You'd probably just confuse the Pokemon by doing so, and get nowhere in the process. That could be a fallback plan, as the Pokemon did have the social behaviours needed to build on to use this method, it just couldn't be your first option.

You think back to your observations of the Mareanie, trying to piece together an image of the Pokemon's personality in your head. Gluttonous, maybe—definitely relaxed and casual, not as on-edge as others, despite being displaced here. Your mind drifts back to the memory of them soaking up the sun, happily stretching out their tendrils like a flower peeking open in spring, lax and loose and all too thrilled to have the warmth on them again.

You dwell on the way they ate, the hunger they likely sated after all of the trials and tribulations it took for them to end up here. What a long journey, a part of your mind points out. Alola to Hoenn, hauled along by titanic forces beyond mortal ken, and then however long it took for the Mareanie to find their way to Pacifidlog.

To survive all of that? You'd be famished, you'd be relieved when the sun finally came out, you'd be happy when the many frightening forces of the natural world finally seemed inclined to subside.

That is your way in. That line of thought, that cluster of emotions and moods—if you lean on that, make them happier, comfortable, emphasize their full belly and the safety... you could approach without them seeing you as a threat. Catching them afterwards wouldn't take much, hopefully.

Your pace has you closer to the Mareanie than ever before, their figure large enough to pick out details. Your first observation - one full of relief - is that the Pokemon is at most half the size of the Toxapex you tangled with, quite possibly a little smaller than that. You can't see any signs of inflammation or other indications that might point towards sickness or malaise, which is another gift you won't look in the mouth.

You've kept to the causeways that crisscross the area, and though the Mareanie has remained firmly in the water, the causeway you're on is keeping you on the same route the Mareanie seems inclined to march down. Still, with each inch closed between you and the Mareanie, the higher the chance is that you'll be heard and confronted. You need to prepare—you need to be ready.

You turn your attention back to the styler in your hand, clearing your mind with a long, quiet exhale. Meditative focus comes to you easily, dropping into that state of mind without much resistance. You clear away the problems and annoyances that dog you, emptying yourself ever further, until you can't even feel the ache on your cheek.

Then, you reach out, and draw memories in. Memories of a warm summer's day, sun gazing down your back, soaking into your bones, chasing away the chill of cold Orrian tides. Memories of safety and comfort back home, treasured moments of peace. Memories of a full belly that dashes away even the memories of hunger pangs. You even draw on one more recent memory, flush and vibrant in your mind: the sight of the sun breaking through an overcast Hoennian sky, casting that blinding light down on the ruins of Pacifidlog, revealing yet more destruction, yet promising in its own way that the worst was over, that clear skies are on their way.

You thumb the switch on your styler with your thumb, the device activating as you hold tight to those moments and experiences, let them suffuse your mood, your mind, your everything.

Then, as they always do, they bleed away. Not the memories—they remain clear and focused, but your emotions dull, their essence carried away, hauled inexorably towards the device in your hand. Away goes the reverie, the warmth and comfort, the peaks of delight and depths of love flattened out into gentle hills, conveying still the memory of happy times, but no longer sitting so bright and vibrant in your mind. Your joints do not ache, your limbs do not freeze in the cold, but you nonetheless glance over those sensations, the hint of them sitting heavy and knowingly in your bones. Your youthful vigour is temporarily spent, and what's left is but a reminder that you should expect to be sore and tired by the time the day is over.

You breathe out, long and slow.

The capture disc at the end of your styler glows a scintillating white, bleeding into a rainbow of other colours that, themselves, fade and fray as they spill further out from the surface of the disc.

You tuck the memories you carry away to rest, and turn your attention back to the Mareanie who, despite your pause in movement, has not gotten all that much further away.

Tension trickles back into your body, and with your styler charged, you no longer need to wait, to hesitate. The only path ahead is the one leading forwards, and you are not inclined to ignore it.

You slink forward, faster than before, gradually raising yourself upright from your crouch, your steps lengthening out into a wider stride. Your boots keep good grip on the slick, slimy surface of the exposed corals as you trace the edge of the causeway, and the Mareanie, already close, becomes eminently present in your line of sight. You begin to see the wiggle of their tendrils as they scuttle along open corals, the little burbles and noises they make become audible over the gentle shift and pull of the tides. You can see their intended path ahead: towards a gap between two mostly-standing building complexes, a narrow alley that would heavily restrict your angles of approach, if you let them get to it.

So you don't.

Lashing your arm out, you pull the trigger on your styler and let the disc fly in a single, silent stroke. The only sound that marks the start of the confrontation, only audible to you, being the soft click as internal mechanisms release their grip on the disc, and in turn, the sudden hiss of air as the disc goes from perfectly still to an aggressive spin, cutting through the air as it jostles, then punches on ahead of you.

The arc of the disc is marked by a stripe of fading white, and you see the Mareanie pause, hearing the hiss of the spinning disc, but too late. The disc drops from the air and glances across the water like a tossed stone, with an accordingly unsubtle sound; a sharp clunk of noise as it bounces.

The Mareanie jerks fully to attention this time, tendrils hooking into the corals beneath them as they pivot around. They see you first, then B.B., wide eyes flicking between the two of you, posture bristling—

—Then the disc hits the water again, right next to the Mareanie, in its second skip.

The Mareanie squawks in open, aggrieved surprise, and pivots away from you and B.B. entirely with a surge of speed you barely expect. Tendrils lash up, then down, with the motion carried across one half of their tendrils like a wave, stabbing each of them into the water where the disc had been moments ago, just narrowly missing slamming into it.

"MAR!" the Pokemon bellows, a bark thick with confusion and anger as they pivot to follow the disc, drawn in like a Mothim to light. You're already guiding the disc away, pulling back on the momentum and hauling it around the Pokemon's body, keeping it close to work its effects. Yet, with a deceptively fast hop for such an ungainly Pokemon, the Mareanie lashes out again, all the tendrils near their front lunging out, slamming into the water with a series of splashes and forcing you to carry movement out to its full conclusion, drawing the Mareanie's line of sight back around to where you're standing.

The Mareanie jerks again, suddenly reminded that you happen to exist. Confusion creases their face, before some kind of clarity is found in their mind as lips peel back, revealing that, among the visible, almost distended fangs that jut from their lips, many other smaller, needle-like teeth can be found inside.

With that, the Mareanie abandons the disc and bounds to the side - away from the disc - before making another bound towards you, front tendrils coming up, waving in a threatening gesture. "NEE!" the Pokemon bellows at you in warning, still vocalized, but with a tone that implies their patience is running thin.

With their attention on you, though, you're afforded the chance to get the disc back in close to them, and do just that. A subtle twist of your wrist jolts the disc from where you'd sent it off to the side, hauling it back in towards the Mareanie—

Whose eyes bulge in anger, a wordless screech of outrage erupting from their body that sounds not unlike a teakettle exploding. You have exactly enough time to curse yourself for being too eager to move the disc back into position before the Mareanie, too close and too fast, lashes out with their tendrils in a wide, full-tilt sweep. The blow punts your disc up into the air, glowing like a star, only to tumble down and land in the distant shallows to the Mareanie's left.

Before you can even start looking for it, a pulse of purple light snaps your attention back to the Mareanie.

The Mareanie lunges on forward, the flicker of purple light - nothing more - soaking into two front-facing tendrils. With another wordless shout of anger, those same tendrils lash out, and from them a pair of spines lurch out, hurtling at you with the speed of a thrown baseball.

It's the saving grace that it's not the crossbow-bolt levels of speed that the Toxapex used which gives you the time to scramble across the corals and avoid the attack, feeling B.B. grip your hair with his paws to keep himself on your shoulder as you bend over a bit. You crane your head around, pulling the Mareanie back into your line of sight, and find yourself briefly relieved to see the Mareanie not glowing in preparation of another attack.

Relief that quickly sours when the Mareanie howls out a loud "NEE!" and rockets forward, charging directly at you. The noises do not stop there, either—the "NEE!"s keep coming, chanted wildly like the undulating war cry of an ancient army. Half of their tendrils hover up around their head, splayed wide and chaotic in a threat display that, in the moment, you can only really register as unusually similar to a puffed-up Pidgey, while the other half gallop through the shallows.

Right. You're not dealing with that. "B.B.! Slow them down! Disarming Voice!" you instruct rapidly as you finally right yourself, planting one heel on the reef as you pivot your torso around to face the Mareanie.

B.B. listens, as he always does, and follows your instruction without hesitation. His body erupts in the vibrant, playful pinks of the fairy-type, a sharp inhale whistling in through his ears, before the subsequent exhale bursts out of his mouth, letting loose. "Whisssssssssmuuuuuuuuuuuuuuuurrrrrr!" he bellows, and you feel none of the force, but you do feel something pass over you—like a burst of static that is only recognizable for the way it clings to your skin.

The Mareanie's body surges with that selfsame light, pale pinks outlining their body, before suddenly pulsing; the water around the Pokemon, already disturbed by their charge, ripples in a single burst of force. The blow carries into the Pokemon's body, wobbling their head back while the tendrils used to charge you down twist and tangle under the impact, steps displaced. The rest, all too busy trying to scare you, are in no place to come to the rescue.

The Mareanie, at most five meters out by this point, promptly face-plants into the surf with another undignified squawk of "nee?!"

You take that moment to lash your styler up into the air, flicking your eyes out to the Mareanie's left to find your disc punching back up through the shallows in a spray of water. High in the air, you chart a course, and sweep your arm back down at a diagonal, hauling the disc down like a meteor, slamming into the water next to the still-recovering Pokemon with a sharp splash.

The Mareanie jerks, flailing in sudden panic in an attempt to hit whatever it is that landed next to it. This time, though, you're ready, guiding the disc away from slapping tendrils while keeping it close enough to the struggling Pokemon that it can work its influence over them.

They're not, however, done, to your complete lack of surprise, and the Mareanie's flails quickly resolve into a concentrated scramble, tendrils coming down to plant themselves on the reef and haul themselves back up to their proverbial feet. The Mareanie doesn't bother with threat displays this time, every tendril instead worked onto the ground as they scuttled, pivoted to the side, and lunged at the disc in a frenzied, sudden charge.

You haul the disc back, smothering your surprise and focusing on keeping it ahead of the charging Mareanie. The Mareanie picks up their pace and lunges ahead, almost leaping through the air as they swing down two of their front-facing tendrils, stabbing at the water like spears as you're forced to haul the disc even further away.

"MAREANIE!" the Mareanie bellows, the bark of sound evidently invoked by the close shave you just had, but the Pokemon, clearly, isn't done, and drops back into a full scuttle, picking up speed again and throwing themselves after your disc.

You grimace, pulling the disc further and further away, dulling the effects it has, but keeping it outside of the Mareanie's reach. Even so, the amount of distance the Mareanie is covering forces you to start sweeping the disc out in a circle with the Mareanie chasing behind, just to keep the thing in the range of your styler. This is proven to be a risky choice when you nearly lose the disc as the Mareanie, with no notice, surges with ash-black light and lunges ahead, mouth opening wide and only closing over water when you haul the disc away again in a sudden panic, teeth clacking shut over nothing.

This time, the shriek that rises out of the Mareanie's mouth is no less full of emotion, but it's tinged by something else—something you can't quite recognize as you continue drawing the Mareanie around in circles. The Pokemon doggedly chases, barking off the occasional "nee!" and "mar!" as they try to bite the disc, and it's only really your undivided attention that keeps the disc from being chewed on.

Yet, you also notice that, after the first few bites, the Mareanie stops using the move Bite - what else, realistically, could it have been? Crunch would have been way more visible - which if anything makes dodging the attempts to chew on your hardware even more difficult, as there's no indication of an attack before the Mareanie lunges ahead in an effort to get to the disc.

You keep leading the Pokemon around in circles, and even when the Mareanie should be able to see you, they pay you no attention at all. They've either opted to ignore you or are just too focused on the disc to see you whenever you have to haul them back around again, and you're not especially sure which is more confusing.

Because—really, the Mareanie should be getting calmer. The emotions you've pumped into the Pokemon should be making the Mareanie comfortable, lax, sated and peaceful—at rest and comfortable in their environment. But if anything, as you watch and confusedly lead the Pokemon around and around, they're excited as they chase the disc around, squawking out the occasional vocalized note in between attempts to catch the disc.

...Had you done something wrong? You must have, right? You shuffle through your memories, but what you can recall from the Pokedex entry tells you nothing about how emotions influence them. You try to imagine a reason for any of this, and come up blank, instead tilting your head as you watch the Mareanie switch from their attempts to bite the disc to once again return to their attempts to grab hold of the disc and pounce directly onto it.

What have you done wrong? How did you apply calming feelings only to have a Pokemon become the opposite? You pour over your classes, instead, trying to think of some anecdote from handling classes to indicate where you might have made a mistake, or really just any tip. You've made them warm, happy, sated, a blend of emotions that should have most Pokemon seeking out a rock to sun themselves on, and yet—

"MAR!" The Mareanie bellows, switching back to the biting strategy and chomping their mouth over open air. Not to be deterred, they lunge again, and you - still rather caught up in your thoughts - haul the disc away in time to avoid the tendrils that swing down in a wide splash as they try to pounce onto it. "NEE!"

That tone. What is—no, you absolutely know that tone, don't you? But—

The thoughts click. You finally recognize what's been staring you in the face since the Mareanie gave up trying to actually inflict damage on the disc, what the Mareanie has been shouting at you this entire time:

They're playing, like a Purrloin chasing a fake Rattata on a string.

You've given them all the hallmarks of a comfortable, safe space and dulled any sense of need, making them feel sated, and this Mareanie's response to having all of that is to play, to chase after the glowing, bright obvious disc that makes them feel better the closer they are to it.

You are, temporarily, struck a bit dumb by the realization. You suppose you'd been so stuck thinking about Toxapex and Mareanie as innately hostile that the idea never—

Shit

You sharply tug the disc away from the Mareanie as a sudden burst of speed has half of the Pokemon landing right on top of it. Tendrils work to close around it, but you are just fast enough in hauling the disc free that it slips the Pokemon's grip and lands outside of their grasping range.

The Mareanie croons out a shout of playful outrage and barrels after it as you return back to the circles you've been tracing.

"I didn't think this would go this way," you admit to nobody in particular.

"Whis," B.B. says to you, still gripping onto your hair with one paw. He sounds rather unimpressed standing around watching a wild Pokemon chase your equipment around, but he does sound rather more relaxed. You expect he's slotted the Mareanie into the vaunted 'not a threat to me, my partner, or my berries at the moment' category at some unspecified point in the last five minutes.

But it does all make sense, now that you have a moment to dwell on the realization. You've already observed the species has a strong predator drive, and a quick response to movement—and the emotions you've passed onto them isn't quite enough to curb that drive. Like how the aforementioned Purrloin will still playfully attack a hand being pranced around their face, even when fat and happy, a Mareanie will want to play much the same. Really, what better way to refine their skills then play? And the ocean certainly had no lack of floating stuff in it to chase around, if a Mareanie was bored.

Do younger Mareanie play with each other? Is that maybe what the neutral spaces between territories get used for, outside of hunting? Did play help teach them how to fight over territory, and potentially reduce the lethality of those fights?

You don't know enough about them to say.

Struck by the situation and unable to help yourself, you start zig-zagging your disc, putting in more effort to make the play more—well, playful. Your efforts do not go unnoticed by the Mareanie, whose eyes bulge even wider and their barks soon become thick with delight as they hop around with more furor, trying to bite, snatch and hop onto the disc, occasionally switching between their techniques. They're trying to catch the disc, yes, but they're also enjoying the chase, the hunt and thrill of it all.

The eventual victory, you realize, is just the lovely reward at the end of a good game of chase.

You keep it up, leading the Mareanie around in increasingly bizarre patterns, mostly still circles, but with plenty of erratic movement to catch the Mareanie's eye and get them moving. It isn't long before, with a closer eye to the play, you begin to notice the Mareanie flagging as well—it's slow to start, but quick to ramp up, and what starts as some delay in reactions or some heavy breathing soon becomes huffing, puffing and shaky limbs, chasing the disc with increasing clumsiness as they stagger and scuttle around.

What you also notice is that they start trying to outsmart you—or, well, probably they start trying to outsmart the disc. Before, they stuck with their variety of attempts to grab the disc depending on whatever was more convenient or just more close to the disc. They hop if they're far enough away, bite if their head is close enough, and try to grab if they aren't close enough to bite. Now, though, they swap in bursts, without any single mode of attack being used for any single situation, and this might have actually lost you your disc to the playful Pokemon, but they're slower now, and thus readily avoided.

What strikes you is that the Pokemon is clearly smart enough to try to switch things up and achieve victory, but they're not smart enough to realize that none of their existing plans are working, and to try something else entirely.

Drool starts to spill from the Mareanie's mouth, hanging from their teeth and chin, and their body, once full of twitchy energy, increasingly sags and stumbles as they jostle after the disc. The species is made up of ambush and trap hunters, after all; that their stamina is limited comes as no surprise, though it clearly doesn't change how much enjoyment the Mareanie is getting out of chasing your capture disc around.

Your disc, admittedly, is starting to lag. The aura you put into it is beginning to drain down to embers in the overcast gloom, and with it has gone some of the energy that permits the disc to spin and be moved around by you. It won't be for some time - another five minutes, at least - that it'll run completely dry, but it's still something you need to pay attention to.

You feel an urge to draw the disc back in before it can slow down enough to be caught, worried that the Mareanie might try to swallow the thing if you don't, but...

You hesitate, then shelve it. No, you're going to let the Mareanie have the victory, and just pull the thing away if they try to eat it; all you'll need to do is make sure their mouth is in your line of sight at any given time. You're not even sure if they can accomplish that, though, considering their last few bites had been more opportunistic gasps for air followed by a chomp.

Slowly, you gently throttle the disc's momentum, making it stutter and jolt as it slows.

The Mareanie, never one to avoid an opportunity, hops forward with one final burst of energy and slams right down on top of it, tangling the disc up in their tendrils. They pull their head back and woop out a cry of loud, sweet victory. "Mar-ee-nie! Mar-ee-nie! Mar-ee-nie!" they chant, not unlike a footy hooligan watching their team win the cup, though with the intense drunkenness replaced by a heavy, audible exhaustion in their voice.

Reaching into your bag, you pull out a pokeball and slowly approach, making sure you walk through the open space between spikes. The Mareanie spots you as you get closer, having maneuvered the disc out from beneath their tendrils, holding it up in front of their face, though they only have eyes for you now, a heavy-lidded stare of trust.

"Neeee," the Mareanie croons at you after a moment, a burble of contented noise that is almost music to your ear. They trade the disc around between their tendrils, gripping it all over, but not looking at it.

B.B., of course, bristles on your shoulder due to proximity, but much less than he normally would have when face-to-face with a wild Pokemon. You reach up, soothe his ego with a gentle stroke of the fur across his head, but keep your attention on the Mareanie.

The Mareanie who, at this point, has shut their eyes and let out another few happy barks of "mar!"

You come to a stop just short of the Mareanie and lift the pokeball up. The Mareanie cracks a single eye open, staring at the pokeball without any real recognition, wobbling their head back and forth to get a better look at it from between drooping tendrils.

Wordlessly, to not break the moment, you gently lean forward and press the pokeball's button to the exhausted Mareanie's head. The ball opens a crack and sucks the Pokemon inside without any fanfare, leaving your disc to splash in the shallows near your feet.

The pokeball clacks shut in your hand, and it rocks once, weakly, then twice, barely even a nudge. It doesn't rock a third time, before the telltale click of a successful catch echoes out into the tides.

Reaching down, you snatch your disc up from the waters below and, after inspecting it for damage and finding none, reattach it to your styler for it to recharge. You tuck your styler away, shortly after, then stare down at the ball in your hand.

That went... a lot better than you were expecting. You suppose that's the benefit of catching an unharmed, relaxed, well-fed Pokemon over a poisoned Toxapex or a heavily-injured, starving Corsola, though. Your job had prepared you to mostly handle Pokemon in the same state as the Toxapex and Corsola, but you're not about to be upset about not dealing with a terrified, scared Pokemon.

You find that, besides the slight pang of aura weakness, you're not even tired after all of that, not like you were after handling the Toxapex.

Brushing your thumb across the glossy surface of the pokeball, you breathe in, then out. Pulling your gaze away, you glance around your general area, and once again consider your options.

You've caught the Mareanie—now what?

Choice:
[ ] Bring the Mareanie out, wait for them to recover while building a rapport with them, before letting them lead you deeper into the area, as you considered for your first plan

[ ] Head deeper in without the Mareanie, see what you can find on your own

[ ] Retreat for now and head back to the staging ground to rest and pass along updates, before getting back to work
 
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Vote results

Quick summary:
[X] Retreat for now and head back to the staging ground to rest and pass along updates, before getting back to work wins at 31 votes.​

Standing there, you catch your reflection in the shiny, cheri berry-red top of the pokeball in your hand: a bandaged face with tired eyes, exhaustion written deep into your expression. On your shoulder is B.B., still adamantly holding tight to your hair with one paw, his head constantly swivelling around to scan his surroundings, unable to relax in a hostile environment.

There is really only one good answer to 'what now':

It's time to go back, touch base, and rest; both for your sake and the sake of your partner.

Yet, there's still a part of you that's reluctant to leave—the same part of you that stopped you from considering leaving when you caught the Toxapex and Muk, urged you forwards despite the injury and close calls. That same part of you points out that you're already out here, deep in the ruins of Pacifidlog, it nags at you with the memory of just how much it took to get here in the first place.

But what quiets it is a more simple, utilitarian truth: the imagined amount of effort it will take for you to trudge back to the wharf if you keep pushing on, if you put another hour or two of effort in. How tired will you be then? Exhausted, you can only imagine, and even further away from the staging point to boot.

You still have the energy to make the trip back now without complications, but it's not hard to imagine how quickly that energy could be lost in another encounter.

Decision made, you breathe out long and slow before tucking the freshly-caught Mareanie away in another pocket of your bag, separated from the rest. While you're there, you pause to take inventory, rummaging through your bag to confirm your memory of where each occupied Pokeball is—the two eggs in your medicine bag, the sick Toxapex in a mesh flap in the main compartment, the Muk in a side pocket—and try to burn the locations into your mind, just to be sure.

Back at base, you know it's protocol to check pokeballs to make sure the contents are what the ranger says they are, but after a day like today? You really want to reduce the opportunities where human error - yours or anyone else's - can rear its ugly head. Frankly, you don't think support staff will complain about you being organized, either. It seems like a good habit to get into.

Once you're certain everything is where it's supposed to be, you wordlessly zip everything back up again, re-tighten the strap of your bag, turn around, and start moving.

Your pace carries you back across the route you came through, wandering along the raised causeways of this part of the reef, tides tickling your ankles. Recent memories help to make landmarks out of rubble as you scan the horizon with your eyes, tracing familiar locations and charting out the landscape. Before long, you can piece together the path you'll need to follow back to the wharf proper—a path that's all the more easily traced on account of the higher elevation.

Your walk grinds to a halt as you reach the edge of the raised portion of reef, and your eyes dip down, dubiously taking in the trench between you and solid - if heavily submerged - stable ground. Beyond that are the fragmented walkways between more rips and tears in the environment, and you're briefly reminded of how relieved you were to finally haul yourself out of that mess and onto something less destroyed.

The buzz of exhaustion grows stronger for a moment, but you roll your shoulders, swallow down a sigh, and begin lowering yourself down into a squat.

"Time to do all of that again," you mutter with unhidden distaste.



It takes you what feels like half-an-hour to finally work your way back to the staging ground. You say feels because you're not quite unhinged enough to think to time your return trip—not yet anyway—and didn't bother to check the time on your P★DA when you started heading back.

None of that time comes from unexpected surprises, thankfully. Your walk back is uncontested by the local wildlife, a fact which you are eternally grateful for. It's instead the unwelcome terrain - which channels you through winding paths for relatively small amounts of forward progress - and your own unfamiliarity - which had you stopping to check the map for minutes at a time to make sure you weren't lost - that makes the trudge back feel like a marathon.

But it got you back nonetheless.

You trace the same path you took out of the wharf, walking along the raised edge of the reef's fringe, the ocean on one side, the reef on your other, and the wharf, interspersed with bobbing boats and lashed rope, dead ahead of you. Already, off in the distance, you can hear a dull murmur of conversation—not comprehensible from the distance you're at, but nonetheless audible over the crash of the tides.

The sky above is overcast, the lone break in the clouds being just that: a break, a respite that hung around temporarily before being washed away by the pull of the storm to somewhere else. The clouds have graduated from a middling grey to something darker, thick with the promise of rain, but refusing to release their payload as they sag with unspent storms.

You'll freely admit you are unused to the sight of—well, noncommittal clouds, for lack of a better term. Rain clouds, when they appear in Orre, means rain, simple as. There's none of this will-they-won't-they going on, and with each passing day you find yourself missing the simplicity of weather back home more and more.

Weather in the Cyffineal is simple: dense fog banks rolled in during the morning and evening, and that fog is denser during the "winter" and "summer" seasons, and less so during "spring" and "fall" seasons. The fact of the matter is that you grew up in a desert and the four-season system really doesn't work there, with Cyffineal instead being mainly split into a foggy season and a foggier season, but that's a digression. Because of the sheer amount of fog, it tends to stick around all day, though it ebbs to its thinnest by mid-afternoon. If rain clouds came with the fog, they would normally break within a few hours of arrival, and it isn't rare for it to be accompanied by some light thunder and lightning, maybe some hail if you're unlucky.

Things are even more simple out in the rest of the desert, a fact you know from the two years you spent at ranger school. They didn't even get fog, and rain? A very rare event, you saw it rain maybe three times at the most while living on-site. Weather there is more defined by how windy it is on any given day - which could mean sandstorms and related meteorological phenomena - but is otherwise decidedly stable month-by-month.

Admittedly that is all couched in the fact that during summer it is literally sometimes too hot to go outside, and as such most of your summer classes were in fact afternoon and night classes to make field work less miserable. Not to mention the horrible combination that is summer and high winds, where the sand has been cooked hot enough to nearly burn you and now has the singular mission to throw itself into the most uncomfortable places possible but—

Well, that's home. You love it all the same.

Stepping off the reef for the first time in several hours, you turn onto the wharf to find the table where Mahana had given you your walkie-talkie and antivenom empty. You see no signs of anyone having been there recently, either; only the table itself and a few chairs beneath it remain, all the supplies and reference material look to have been taken away at some point since you left.

Craning your head around, you purse your lips. The distant drone of conversation is louder now, though no more intelligible than it had been further out.

You briefly consider heading straight for Ibai's boat first—you reckon you could find it on your own—just to get the ridiculously heavy structure foam gun out of your bag, before discarding the thought. He might not be at his boat, and it's probably just best practice not to go wandering around when you can avoid it. You can just follow the noise and ask somewhere there where he is, after all.

So you do.

You head in the direction of the sound, walking along the wharf until the noise drags you off to your left, onto a narrow path between a series of anchored boats. The path forward quickly has the chorus of voices gaining more detail, until they eventually resolve into something you can actually parse—a "what would you like?" here and a "did you hear about..?" there. With proximity comes a scent, too; carried towards you by the ocean breeze, the smell of cooked Magikarp - a smell you know by heart - suddenly reminds your body that it is, in fact, quite hungry.

Even B.B. begins to perk up on your shoulder, casting his head out in wide sweeps as he snorts, whuffs, and sniffs at the air, food rousing his attention.

Passing through the tail end of the vessels, you arrive at a more open, pavilion-like expanse of wharf. The area ahead of you is surrounded on all sides by additional boats and other vessels, ladders and fold-out stairs leading up to them. People stand both on the wharf and on the boats themselves, many wandering between the two, with chatter shouted across the gaps, often joined by the tinkling of good-natured laughter. Chairs and tables clutter up the space, while in the centre of the pavilion stands a series of barbecues, manned by a trio of older men all wearing aprons and look to be about your father's age, grilling a variety of food—Magikarp just one item among things like vegetables, berries, cuts of beef and other seafood.

There's no shortage of Pokemon, either. You spot, off to one side of the pavilion, a large rigid plastic tub just big enough to fit six Corsola, all of whom relax happily beneath the spray of a garden hose, manned by an elderly man with a dense, puffy beard that reached down to his ribs.

Off to the side of the tub, a herd - you count eight - of Skitty watch the spray with intense focus, many with their front legs perched up on the rim of the tub, occasionally swatting at the water as it tumbles past in front of them. Just behind them lounges a larger Delcatty, joined by a tiny girl - who looks to be no older than three - who has one fist in the Delcatty's fur and another halfway buried in her mouth as her focus jumps between the nearby Skitty and the Corsola.

Further back, near one of the boats, a pair of teenagers shout back-and-forth as they play on handheld game consoles, chatting about something called a 'Rathalos'. A Psyduck, deaf to their chatter, sits between the two of them with a bucket of mixed vegetables floating in water, occasionally leaning down to messily gobble some up.

You spy a pair of Wingull - one wearing a blue bandana tied around their neck, and the other red - relaxing on the roof of a nearby boat, only for both to puff up wildly as a cackling Chingling hurtles over their head, red-and-white braids whipping behind them. An Aipom, moments later, scuttles up from the side of the boat in a playful frenzy, rocketing after the Chingling and promptly making both Wingull take to the skies, barking out outraged squawks of "gull!" and "wing!" as they flap wildly down to the shoulders of what you can only assume to be their partner standing on the boat's deck.

Your visual exploration of the scene eventually drags your gaze down towards a corner of the pavilion, the opposite end to where you stand, and it's there that you spot Tomiko joined by her grandsons and, to your relief, Ibai, as well as the heavy-set teenager you saw before—Aspen, you vaguely remember Tomiko calling her.

Considering Ibai's there, you can get the structure foam gun off of your shoulders and ask Tomiko, who seems like the functional leader of this group, where you might be able to settle down and rest for a bit.

You start working your way over, and most people largely ignore you, though you do get a few curious looks before gazes are drawn elsewhere. Tomiko, of course, notices you before you're even half of the way over to her, her face lighting up a bit as she does, raising one gnarled hand to wave at you from where she's seated, her other hand busy scratching Driftwood - who is splayed out across her lap luxuriantly - on the belly.

Her wave, in turn, makes the rest of the group orbiting around her turn to look your way, and it's not long before their gazes all hone in on you. You even get a wave from one of the twin grandsons, though which is which you've since managed to forget.

You can't be blamed, you've had a lot to do since you last saw them and had to identify them based on shirt colour.

"Welcome back, Miss Parsons," Tomiko greets you genially once you're close enough that no yelling is involved, her hand dropping back down to her chair's armrest. "I don't remember you being so bandaged when you left, what happened?"

Ah, you did sort of expect that, though her bringing up the injury on your face has the knock-on effect of making the dull, aching throb act up now that you're focused on it. "It's from what I have good reason to believe was a heavily petroleum-poisoned Toxapex firing a spine at me—I didn't manage to dodge quickly enough on account of how close I was while restraining it," you explain matter-of-factly, coming to a stop just in front of Tomiko. "Caught it in the end, and the injury's fine, we're taught how to clean and dress wounds as a matter of practicality. The antivenom stopped the injury from being any worse than it could have been."

"So it's as we feared, then?" Ibai prompts you, looking your way with a concerned expression. "How bad was the spill?"

"Spills, plural," you tell him plainly, pausing to reach into your bag and haul out the structure foam gun, as well as the containers with the foam inside of it with both hands. "Though I only had to deal with one. The decommissioned mail boat had sprung a leak along the hull, and a Toxapex decided to make a nest in it, eggs and all. Two eggs were viable enough to be put in a pokeball, the others were already expired when I arrived."

Stepping closer, you extend the gun and the containers over to him. Ibai takes them graciously, his eyes lighting up as he inspects the gun for damage and finds none.

After a moment, his reverie fades. "And the other spill?"

"Cleaned up before I got there. The storms didn't just drag in aquatic Alolan Pokemon, by the looks of it—the fishing vessel was torn completely in half, but instead of finding a region of petrol - which I do think would have been the case, if circumstances were different - I found an Alolan Muk hiding in the nose. From what I can tell, the Muk is an industrial Pokemon, non-combat, and probably lived in one of those coastal facilities Alola has for trash and pollution clean-up."

You close your bag up again, before looking back at Ibai.

"They got to the boat first, cleared out the spill by the time I got there, and kept any Mareanie or Toxapex from taking control of the area by virtue of being, well, a Muk. The Muk is very timid, but I managed to get them to willingly be caught after fumbling through a line I heard once in an Alolan movie. Hopefully, Mahana will know how to handle getting this Pokemon back to their partners—I can only imagine how happy they'll be to find out the Muk survived."

"Are you completely done yet?" one of the twins ask, though which one you still can't tell.

You can only shake your head. "I got about... half of everything done, I think. Both of the boats have been inspected and patched up wherever necessary, so the one that still has petrol can no longer be used as a nesting site and won't fall apart and spill everywhere when the reef's torn apart. I also took a survey of the area nearby in search of other Mareanie and found part of the reef that did not collapse with the rest, some kind of residential area up in the northern parts of the dockyard, a surprising amount of it is still standing, if damaged. Anyway, up there, I ran into a Mareanie, caught it, and decided to head back to rest. I've had a few close shaves, I'm tired from mucking through deep water and stumbling across the reef for hours, and it just didn't seem smart to keep pushing myself that hard."

"One can hardly fault you for that, dear," Tomiko says gently. "By the sounds of it, you've already done more than enough to earn a rest and some food."

You were going to ask if you could have some, even if only for B.B.; he's probably burned a lot of energy protecting you. Now that you know food appears guaranteed, though, you shelve that line of thought for a moment. "Are any of the other rangers back yet? I'd like to offload at least some of the pokeballs I have on me," you ask. "The condition of the Toxapex and the eggs won't get any worse while in stasis, but it's better to get them in a position to be helped as soon as we can, just to make sure they have the highest chance of recovery."

"You just missed uh—young? Something?" Aspen pipes up, sounding uncertain.

Ibai clicks his tongue. "Yeong-Chul," he corrects idly, before turning to look at you. "He came back to return the town's pearl to us before heading back out. None of the others have come back yet, though that's normal from Mahana, judging from the last time I worked with her—she prefers to rest out in the field. Since Wei is working with her, we should expect them to come back together, whenever that might be. Amadeo, meanwhile, is back working with local trainers much deeper into Pacifidlog proper, so we don't expect him to return until much later into the evening."

"Yeong-Chul is a nice young man, but he did manage to leave before I could get him lunch," Tomiko says idly, though her tone implies she takes that as a failure on her part. "He left about ten minutes ago or thereabouts, slipped away while everyone was getting the pearl put away, saying something about getting back to work. But speaking about things to do—Tsuneo, do go grab Dayna and tell her about Miss Parson's injury."

Tsuneo—who you now can identify, so you can once again tell the twins apart—jerks to attention, then nods before sparing you a glance with the expression equivalent of a shrug. Turning on his heel, he departs, heading back towards the entrance of the pavilion.

"Dayna?" you ask, curious.

"The wonderful woman who ran the local clinic here," Tomiko explains to you. "She no doubt has plenty of opportunities out in the rest of Hoenn—they've been trying to poach her from us for years—but she's stuck around to see this through. Now, young lady, how do you feel about some grilled Magikarp, and do you have any allergies?"

You blink.

The first thing that springs to mind when anyone asks you how you feel about Magikarp in a food setting is the traditional dish of Cyffineal: a dish simply named 'fish and biscuits'. The name of the dish tended to inspire different feelings in people depending on what part of the Galarian-speaking world they came from.

For Galarians proper, the term 'fish and biscuits' generally inspired acute horror. After all, a biscuit to them was a cookie to you. Unovans, comparatively, would generally think the dish is weird, sure, but since their biscuit is what the Galarians - and Orrians - call a scone, they'd probably assume the dish is being served with gravy and consider it weird if inoffensive regional food.

But none know the truth like you do, because fish and biscuits is a terribly deceptive name. The correct, no, true name of fish and biscuits is, in fact, dried fish - almost exclusively dried Magikarp, to be clear - and ship biscuits. Dried fish is self-explanatory: it's fish that has been dried, usually using salt, for preservation purposes. Meanwhile, 'ship biscuit' is the polite name for what is more commonly known of as hardtack.

Historically, the hardtack was cooked extra inedible and stone-like to make it hard enough to use to re-tenderize the dried fish, which is done by beating the fish with the hardtack like some kind of paleolithic human discovering stone tools. With enough violence, the fish would go from the consistency of flexible plywood to something closer to boiled shoe leather. At that point, your impromptu hammer could then be soaked in water, broth or milk - that last one is uncommon - to re-hydrate it. You could also use your own spit, whatever worked. Then it would technically qualify as edible.

You ate a lot of fish and biscuits as a kid. Mostly less extreme versions of it, admittedly—the fish would be dry-aged for the taste, not because you lacked refrigeration, and the hardtack would be substituted for a dense, very chewy bread, but you've tasted the original version more than a few times.

"Miss Parsons?" Tomiko asks, dragging you out of the sudden burst of memories.

You blink once again, this time more sluggishly. You feel a pang of homesickness, but it's gone as quick as it appears. "Sorry, Miss Shiratori, got lost thinking about food. Grilled Magikarp sounds perfectly fine, and I don't have any allergies you need to worry about. Would you happen to have anything B.B. here would be able to eat? He's done a lot to keep me safe over the course of this mission, and he deserves some food too."

You feel B.B. perk up in attention, evidently smart enough to recognize when his name and the almighty word of 'food' are used during a conversation.

"Hungry, I see," Tomiko says smilingly. "As for that young man on your shoulder—does he have a preference in terms of food?"

"He's a huge fan of anything sour, but he'll also eat close to anything presented in front of him when he's given the a-okay," you explain, reaching up to scratch at the scruff of his neck, earning yourself a focused "murr!" of happiness. "I don't want to be picky, but loose berries or insects - if you have either - would be ideal, even if they're not sour. I'm careful about his diet."

Tomiko nods, then turns to look at her remaining grandson. "Souta, does Sveta still have that bag of aspear berries she was complaining about?"

Souta pauses, brows furrowing in thought. "She should? Unless she's thrown them out, which doesn't seem like something Sveta would do. Want me to go and check?"

"I would, yes. While you're there, could you also ask the boys manning the grill for some of the grilled Magikarp and some of the vegetables?"

Souta nods. "Easy enough," he replies, turning your way to incline his head politely before departing.

Tomiko turns her attention onto Ibai, this time. "Ibai, would you happen to know the people who lived up in the lamplighter neighbourhood?"

Ibai jolts up from where he's been fiddling with the structure foam gun, expression blank and confused for a moment before he parses what Tomiko has just said. "Well—yes, I believe so?" he replies haltingly. "There are a few families here, but most did stay behind at Lilycove with the others."

"Please go and find them for me, get them up to speed on the state of their neighbourhood—they deserve some closure." Tomiko's face is brittle for a moment, before relaxing back out into that same genial mien she's worn around you. "Bring Aspen with you, she knows some of the kids who lived up there, right?"

Aspen blinks, staring at Tomiko like a Deerling caught by headlights. "Uh—yeah, I mean... Junko's around, I think? And I know Fran is too..." her words fade out into a mumble low enough that even you can't hear it.

"Then please help Ibai pass along the information, if you could?" Tomiko interrupts ever-so-gently.

After a moment, Aspen's spine straightens, and with new conviction written on her face, she nods. "I'll—I'll try my best," she says.

Ibai, to his credit, takes it in stride. "Alright, we'll stop by my place so I can drop off this stuff first, then we can go looking, alright?"

That earns him a nod from Aspen, and you watch as the two depart, chattering idly.

"The seats around here are all unused, so feel free to pick one as you'd like," Tomiko tells you, breaking the growing silence before it even has time to set in.

Nodding once, you pan your gaze around until you find a seat next to a small, fold-out table. After arranging it closer to Tomiko for the time being, you lower yourself down into it. The second your legs no longer need to support keeping you upright is the moment when you feel a pulse of palpable relief saturate you, muscles along your back you hadn't known to be tense uncoiling while tension fizzles out across your joints.

You breathe a long, heavy sigh of relief. You didn't notice how tired you were until now.

Prying your bag off of you, you place it down near your feet, and finally extract B.B. from your shoulder, dropping him down into your lap, where he then spends the next few moments making himself comfortable. You reach down to comb your fingers through his fur, focusing on the space between his ears, eliciting a soft noise of contentment out of your exhausted little trooper.

"You look like you needed that," Tomiko points out idly, and you glance over to find her smiling at you. "You start to pick up on when someone needs to sit down when you get to be my age. Call it personal experience, with my joints the way they are."

"Thanks," you say after a moment's hesitation. "You're doing a lot." And she is, is the thing—you're not sure this situation would be nearly as organized as it is without her around.

"I'm just doing what I can, like you," Tomiko says with a noise of amusement, glancing back down at her Pokegear before turning her eyes up to scan the pavilion. You follow her gaze to find it settled on the tub with the Corsola in it. "...I do wish we could let them swim out in the open, like they want to, but we all agreed it's too risky with the Mareanie around. We can't lose any more of our colony."

The words is that all that's left are on your lips, but you barely manage to stop yourself from blurting them out.

Tomiko continues anyway, as if she read your thoughts. "There are some Corsola still in Lilycove with other families, but even including those, we don't have many left anymore, so we just can't risk it at the moment."

Silence settles in after that proclamation, and out of your depth to offer advice or even say something without being weird and intrusive, you let the silence sit as it is.

You turn instead to the goings-on around you. The Chingling you saw coming in dances around an exhausted Aipom in delight while the pair of Wingull watch the entire thing from a nearby perch. A Skitty makes a valiant attempt to clamber into the tub with the Corsola, only for the Delcatty nearby to quickly reach out with their tail and pull them away, the Skitty crying out with dramatic intensity and outrage as they're denied the right to fall into an already-packed tub full of water and Corsola.

Before long, though, you spot Tsuneo appear out of the crowd heading firmly in your direction, joined by a weary-looking woman with tanned olive skin and warm orange hair, carrying a white bag with her in one hand. The two don't quite jog or run, but they are walking fast enough that it's a close thing.

"Dayna, thank you for coming on such short notice," Tomiko says once the two arrive.

The woman—Dayna—waves Tomiko off with one hand. "It's nothing, you just caught me between naps. Now, you were the one who got hit by the Toxapex spine, right?" she asks, pivoting to look at you, quickly coming closer and crouching down.

You feel B.B. begin to tense in your lap, still on edge and terribly defensive about anything living being in close proximity to you, but you comb more thoroughly at his fur with your fingers, and his bristling subsides into a disgruntled "whis" that rumbles out from his chest, earning him a look from Dayna.

"A glancing blow from close range, but yes," you tell her, bringing her gaze back to you.

Dayna inspects your face for a moment, before leaning over to open her bag and start pulling supplies out. You spot a pair of unlabelled bottles and a few stick-on bandages. "Your bandaging looks good—but then I suppose that's part-and-parcel for rangers. Did you take the antivenom before or after being injured?"

"Before." You watch as she places one bottle back into her bag and pulls out a different one. "Seemed like a smart idea, considering how they work."

"And yet, I have had to drill that simple logic into everyone else's brain," Dayna mutters under her breath in annoyance, quiet enough that you're pretty sure you weren't supposed to hear that. With her supplies ready, she refocuses on you. "That's good, keep doing that. Do you mind if I take off your bandages? These ones here are waterproof, and I want to look it over just to double-check you didn't miss anything."

"Go ahead," you say. You'd be stupid to be insulted by the assumption you might have missed something a medical professional didn't. You might know how to keep yourself alive in the field, but that's a very different thing from actual medical practice. Also, it would be aggressively stupid not to accept her help when you've been stomping around in murky water full of dead Pokemon detritus and chemical pollution.

Dayna quickly peels away the bandages on your face with practised ease, humming a tune under her breath as she does. The injury on your face throbs like it got sprayed with lemon juice once the air hits it, and not helping matters is Tsuneo, watching the scene closely, hissing like a startled Meowth when he sees the wound.

Tomiko reaches over and promptly smacks Tsuneo's leg with enough force to be heard, Tsuneo yelping in surprise. "Tsuneo Shiratori," she barks, tone flat, "you do not look at a woman's face and make a noise like that. Am I clear?"

"Yes Grandmother," Tsuneo blurts out quickly, sounding almost panicked.

Tomiko huffs.

"Tomiko, please stop battering your grandchildren, I am busy enough as it is," Dayna says, her fingers gently tracing the injury on your face. "Right, you got lucky here, this is shallow enough that it doesn't need stitches, but I'm going to replace the bandage with one of my own. I do feel the need to point out that you nearly lost an eye here—a bit to the side and we'd be having a very different conversation."

"Yeah, I know. Watching a Toxapex line up a shot with your head is... unpleasant." You try not to think about it, even, as Dayna quickly pulls out what looks to be a sheet of paper with a number of strips cut into it that could be separated from the rest by applying force.

Dayna starts by applying some kind of cream to your face—"It's antimicrobial," she explains when you hiss—and with that accomplished, she inspects her work before pulling out an adhesive bandage that miraculously manages to be almost exactly the size you need it to be. She applies it carefully, but swiftly, with the same practised ease with which she removed the bandages from your face, using her thumb to smooth down some wrinkles. The bandage applies some pressure to the injury, though paradoxically the amount is just enough that it actually makes the entire thing hurt less, rather than more. It might as well be magic to you.

With the new dressing applied, your face feels quite a bit better. There's no chafing from a bandage moving around in place, and your injury feels as though its a lot more stable, less likely to pull open if you move the wrong way. You reach up to touch it and find that the adhesive bandage is slightly warm to the touch.

"Thank you," you say as you watch Dayna zip her bag back up. She then peels the gloves she wore off and stuffs them in her pocket, to join, you realize, several other pairs stuffed away in there, presumably until she can find a place to safely dispose of them. "This is much better," you add, belatedly.

Dayna merely shrugs. "It's my job. I recommend you get that checked out by someone in an actual sterile environment as soon as you can, and try not to move your face too much. As it is now, your wound should be held comfortably in place, but there's always a risk of widening it, and at that point stitches do become necessary. Anyway, I have to go and check on some others now. Keep yourself alive out there."

With that, Dayna departs, leaving just you, Tsuneo and Tomiko, though the latter two are still busy arguing in hushed tones.

"Whismur," B.B. grumbles, reminding you that he exists and has gone unscratched for some time. Dutifully, you reach down and start combing your fingers through his fur again.



You're part of the way through a chunk of grilled Magikarp when Ibai and Aspen both reappear, joined by a small collection of other people.

B.B. sits next to you, finishing off his pile of chopped, unripened aspear berries. Apparently, aspear berries were even more tart and sour when they were unripened - you wouldn't know, they didn't grow in Orre, to put it lightly - and by the sounds of his messy chewing and the fact that you've had to clean his face several times by now, he's enjoying himself.

Aspen keeps to the side of the group, walking with a slight hunch in her posture, while Ibai approaches more directly, leading the group with a smile plastered across his face. Once he arrives, he shoots you and oddly grateful look. "Miss Parsons, I've brought some people here with me who used to live up in the area you found," he explains matter-of-factly. "They have some requests for you, if you feel like you can accomplish them. There's no pressure, I should stress—we all understand you have a job to do, but they wanted an opportunity to ask all the same."

Staring up from your plate, you swallow the last few chunks you've been chewing. There's two adult women and one teenage boy next to Ibai, and though it can be hard to tell, the teenager looks similar enough to one of the women to be family. "Sure," you say finally, motioning at them with your fork.

The taller of the two women steps forward and smiles. "My family would like to ask for you to check to see if you can grab some items from our house. We have a map..." she pulls out a slip of paper from her pocket and extends it to you. At a glance, it looks mostly identical to the one Ibai had given you to track down the boats, though this one has a single building up where you'd caught the Mareanie circled rather than a number of dots on it.

"I've been over there—I can't say for sure if your house survived, though," you tell them, staring at the map. The building circled is close enough towards the centre that it could have survived, but it's not a guarantee. "What are you looking for?"

"There's a picture of Doggone, our late Walrein, which was in the living room on a shrine we kept after he passed," the woman explains. "He used to be my father's Pokemon and outlived him by several years, and it wouldn't feel right not having anything to remember him by. There's also my wife's dot-bead necklace—a religious item, which should be in our bedroom on the bottom floor, in a suitcase beneath the bed. Finally, our son would just like a piece of the house itself, it's a family tradition we take a piece of our last home to bury beneath our new one, to keep a piece of our journey with us. Normally, we'd ask for a roof shingle, as that's traditional, but we'll take anything, honestly."

Glancing up from your map, you consider your plans. "I..."

Choice:
[ ] "...Will try to find these items when I get back up there."

[ ] "...Don't think I have the time to look, I'm sorry."



You spend, all told, an hour and a half at the wharf, most of which you and B.B. both spend either resting or eating. In that time, you don't manage to see any other rangers return, so you're left with your quarry of caught Pokemon, at least for now.

Standing on the edge of the wharf, nobody is here to see you off—they already had when you left the pavilion, receiving a few well-wishes before you headed out.

You're as rested as you reasonably can be without actually going to sleep somewhere, something you don't really have the time or privilege of doing. You've got a job to do, after all.

It's still in what you'd consider the early-mid afternoon. You have what looks to be another five or so hours of daylight left. You think you can make it to parts of the reef you've already visited in much less time than you took going over and coming back, now that you're better rested, but you do feel the need to make it back before the sun sets, just to avoid having to navigate this place in darkness.

All that's left for you now is to decide your path forward.

Choice:
[ ] Head back to the raised reef to keep looking for Toxapex and Mareanie, using the Mareanie you caught before

[ ] Go searching for invasive Pokemon elsewhere
-[ ] (Write in a location)


[ ] Start working on setting down tethers now, and manage the invasive Pokemon later
 
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Vote results

Quick summary:
[X] "...Will try to find these items when I get back up there." wins at 37 votes,

[X] Head back to the raised reef to keep looking for Toxapex and Mareanie, using the Mareanie you caught before wins at 20 votes​

See the bottom of this post for additional QM rambling.

You feel that it's probably the right choice to head for the raised part of the reef first. It's not an easy choice - as evidenced by how long you linger on the edge of the wharf mulling it over - but when you take into consideration the things you have to do today, this feels like the smartest path forward.

Stepping off the wharf and turning onto the edge of the reef, you begin to work your way back along the same path you've tread twice today.

The plan you're piecing together in your mind is an altogether simple one: once you've arrived at your intended destination, you'll let the Mareanie out and see what you can find with them. With that done, you'll work on grabbing the items you agreed to look for—considering you'll be in the area, that shouldn't be a problem—before finally working on the tethers while you make your way back.

In theory, by the time you've returned to the wharf, you should have completed the jobs you've been entrusted with, tethers and all. By then, some other rangers should also be back from doing their own jobs, and you can probably see about finishing up whatever other final things the people here need done before they pull the reef apart.

The thought makes you slow your pace, and you can't quite stop your head from panning around, taking in your surroundings. When you lived in Orre, you'd distantly heard of places like Pacifidlog, but you never expected to actually set foot in such a place. Though overshadowed by the destruction, you are still standing on the unimaginable existence that is a city built on top of a colony of Pokemon.

Your chest constricts minutely.

You never got to see Pacifidlog when it was alive, and you regret that deeply. What you and everyone else has to do now is both a mercy and an absolute necessity.

But it still doesn't make you feel much better.

Turning your attention to your partner on your shoulder, you reach out to gently scratch at the fuzz beneath his chin, B.B. leaning into it happily. "Guard, B.B.," you instruct gently, pulling your hand away. You watch as B.B. straightens up at your command, swivelling his head around to check his surroundings. "Good boy."

Turning back to the path ahead, you take it one step at a time.

The sounds of human activity behind you are already long-faded; you left them behind some dozen meters ago, but it's only now that their absence truly settles in. The only sounds to be heard are ones made by yourself or by the environment, and they're not much in the way of company—a stark reminder that back at the wharf, the babble of humans and their Pokemon had been a comforting distraction.

Without them? You can feel your hearing adjusting as you pick between the sounds of churning tides, the clatter of rubble and debris meeting in the open ocean—the hiss of wind, tugging at your hair, looking for something out of place.

The edge of tension you'd managed to shed like a heavy jacket back at the wharf comes crawling back up your spine. In the absence of the wharf, you can no longer just pretend that the occasional odd noise is just that—an odd noise that you don't need to pay attention to. Not if you want to keep yourself safe, anyway.

You pass along the edge of the reef, then pull into it as you reach your first familiar landmark: the collapsed PokeMart, visible off in the distance. The sight of it is unchanged from the last two times you saw it, same with the destruction that surrounds it—shattered mounds that used to be homes and Pokemon sticking up from the waterline.

Trying not to linger, you keep your pace swift, yet measured. Your eyes fix themselves on the ground ahead of you, especially as you go from the relatively shallow portions near the wharf to the deeper waters further in, the reef you walk on becoming proportionally more difficult to see.

Despite the growing familiarity of the path and your own careful attention to detail, your nerves only manage to grow. At some point past the PokeMart you develop the distinct feeling that you're being watched. For all that it could just be nerves, the feeling is unavoidably there, and you can do nothing besides keep moving.

Thankfully, your motivated forward progress yields results; you're back in front of the boat where you found the poisoned Toxapex in a fraction of the time it took you to get there the first time around. The smell of petrol and other loose chemicals in the water returns and grows until it burns your nose something fierce, but you make the executive decision to skirt around the area rather than passing right by the boat, if only so that you don't have to put a respirator on B.B. only to take it off moments later.

This does drive you near to the edge where the other locals have been laying down their poisonous spines and traps, but mercifully you can get enough distance that the smell of chemicals isn't overwhelming without wading directly out into the minefield proper.

The boat is almost behind you when you hear the splash.

You twist around to face the direction of the noise with speed you honestly didn't know your own body was capable of, panic bristling in your chest. You feel B.B. have to actually grip onto you to avoid being thrown off, and by the time you've swivelled fully around, he's gone as taut as a wire and is frantically twitching his head around to look for threats.

Neither of you find anything there.

No Mareanie, no Toxapex, not even some other Pokemon who managed to survive in a territory heavily overtaken by them. A visual inspection provides not a single living thing besides yourself and B.B., nor does it reveal any changes to the landscape; no corals look to be more fed on than the last time you were here.

But can you be certain? a part of you pokes, and you know that you can't. Blame it on a lack of experience or just how the human brain works, but most of the memories you have of this particular part of the reef aren't about the topography, they're focused on the moment you nearly got skewered by a Toxapex. You hadn't exactly been cataloguing the exact condition of the corals at the time, the most you'd managed to recognize was that an odd feeding pattern existed in the area around the boat - which is still there! - and that's about as deep as it went.

Was that particular feeding patch larger than you remember it being? Is it just your imagination? You don't know, and you can spot this kind of panic a mile off, so you accept that you don't know, and make your mind to assess the situation as it is.

The feeling of being watched grows more intense. You notice that your jaw is making a respectable effort trying to reduce your teeth to powder and forcefully unclench it.

You force yourself to breathe next, in-and-out, as deep as you can manage them without straining yourself. You consider the facts of the circumstances separated from your nerves: you can assume you're probably not alone out here, but whatever else is out there clearly doesn't want to be seen, and you're in no place to try to rectify that. If a Toxapex or Mareanie wants to hide in this area, you're shit out of luck, because half of this area is covered in chemicals and the other half is dense with poisonous traps while being altogether riddled with cubbies for the Pokemon to hide in.

More to the point, you'll be coming back here later, and maybe then whatever just splashed around and nearly gave you a heart attack will be out in the open. If not, well, you'll deal with that when it comes to it.

But for now? You need to keep moving.

Turning back around, you feel B.B. rearrange himself such that he's looking out from your back, covering your blind spot, all without prompting him to do so. You feel yourself relaxing fractionally, knowing that there will at least be a warning if something does try to rush you from behind.

Shaking off the nerves, you ford onward.



You haul yourself up onto the raised reef for the second time today.

The feeling of being watched had faded once you'd gotten near the Muk's former territory, though there had been no sign you were actually being watched or followed aside from that first disturbance. You didn't get the impression you were being hunted, either—there'd be signs if that had been the case, and you really doubt most Toxapex or Mareanie would bother to try their luck in a two-on-one fight against a pair of unknown entities.

Knowing all of that didn't do much for your nerves, which are already so frayed it's taking you some amount of effort not to jump at shadows, but maybe that's for the best. You are about to wade into completely unfamiliar territory with a still-wild Mareanie for a guide.

Pushing yourself back onto your feet, you reach down and heft B.B. up from where he's been patiently watching over you since you tossed him across the gap. It might be your imagination, but B.B. feels heavier—sturdier, too, and that brings to mind his potential upcoming evolution.

You... weren't going to be able to carry him around like you were right now as a Loudred, huh?

He's already approaching nineteen kilograms which, for most people, would be a deal breaker. That's the weight of a small child, and it's matched by his size in that respect. You can carry him around because you put a lot of emphasis on physical conditioning, and you had the kind of body to support that muscle. But as it stood now, the reason why you carried him around at all came down to the fact that he still fit on your shoulder.

A Loudred isn't going to fit on your shoulder. You could probably carry him in a piggyback as a Loudred, but that requires your arms to get involved when until that point, carrying B.B. had been mostly hands-off. He'd also be heavier, of course, he's a big Whismur so you can only expect him to be a suitably big Loudred. The average weight for a Loudred was... what? Forty kilograms? That's a decently bulky preteen, you're not sure you could carry that around easily.

You're going to miss having a second pair of eyes at the same height as your own—Loudred weren't all that much taller than Whismur—but there's not that much you can really do about that. Maybe you should start to ease him into not always having access to your shoulder? Later, you decide.

Positioning your little—for the time being—man on your shoulder, you step off the edge of the reef and onto a nearby causeway, beginning to trace the route back towards where you were before while B.B. makes himself comfortable.

He's still in the middle of doing so when you find yourself back on familiar ground, and you finally notice something you'd missed coming in:

The tides are higher. Not by much, but enough that the spines you saw earlier in the day which had been left exposed to open air were now all mostly covered over. The causeways still supported plenty of dry land no Mareanie or Toxapex had bothered to set traps on, but it is decided less dry land than you saw coming in. The shallows now look as though they'd reach just up beyond your ankles, not a huge difference there, but it would be a little less mobility if you had to wade out into it.

It's also just in your general experience a good idea to recognize what the state of the tides are if you have to deal with them. Clearly, you arrived here at low tide, and now the tides were moving back towards high. You don't know enough about the area to have exact details on how high they will ultimately end up going, but you can make a very educated guess.

Coming to a stop next to the collapsed pile of buildings - the ones you'd hidden behind while observing the Mareanie - you reach into your bag and pull out the map the family had given you, checking it over to compare against where you are now. The map puts the family's home roughly north-west of you, in the theoretically denser parts of the area that you haven't been to yet. You'd have to work your way in first to go looking for it.

You trade the map out for the Mareanie's pokeball and expand the item out in your hand. You tuck away the thoughts about the home's potential location and drum up your memories of your experience with the Mareanie, their mood and personality. Playful—maybe young?—and friendly once you established some familiarity with them.

Two hours in a pokeball - and not put in stasis by the pokeball due to their health, as would be the case with the Toxapex and the two eggs - would be a good amount of rest for the Mareanie, if probably not enough to fully replenish their stamina. They're going to be much more energetic than they would have been if you'd chosen to do this before leaving, but it has also not been long enough for them to forget about you, so it shouldn't be too much of an issue.

Even if it is, they are now bound to this pokeball and returning them is a completely viable option, even if they try to run off. The miracles of modern science and all that.

"B.B., calm and stay," you tell him bluntly, earning yourself a bit of side-eye from your confused partner. He doesn't disobey, even if it's clear he doesn't understand why you're saying that to him—not yet. You wait a few moments just to make sure the command has fully sunk in before you crack the pokeball in your hand open, releasing the contents inside out onto the surface in front of you.

The Mareanie materializes in a burst of white energy, flecks of light from the transfer still lingering on them as they jolt, then quickly begin looking around. They hop in place to swivel more quickly, staring at their environment with abject confusion. "Mar?!"

They swivel their head around again, and this time, they catch sight of you. Recognition flickers to life in their eyes, and their posture, a bit bunched-up and startled, smooths out immediately. They hop in place a few times, splashing some of the surf towards your feet. "Nee!" they greet you happily.

"Hi there, fella," you say, for lack of any better names at the moment. You keep your posture loose and unobtrusive, hands at your side, not showing any teeth—doing every last thing you were taught to convey that you're nice, friendly, and not interested in a territorial death match at the moment.

The Mareanie, to their credit, just tilts their head to one side as they look at you, before tilting it in the other direction. They scuttle in a bit closer and you let them, watching as the Mareanie inspects you at a wide variety of angles.

After a few moments of this, the Mareanie backs off with a satisfied huff and stops in front of you, hopping a few times in place again. "Mareanie!" they crow, kicking up water.

With that, they turn away from you and start scanning their environment again. Almost immediately, something catches the Mareanie's eye, and they're off like a small child holding an object they know everyone will want to take away from them.

You follow behind carefully, but not slowly. You can't convey to the Mareanie in words that you want to follow them around—they can't exactly speak Galarian or Daugo—but what you can do is establish a pattern of behaviour that you're a harmless observer who wants to follow them around. This was actually fairly normal for a lot of Pokemon to deal with—after all, there's only so much space in a given area and it's not as though everything has to be predator and prey interactions.

The Mareanie does quickly notice that you're following them, and pauses, turning around to glance at you with a surprisingly dubious expression on their face. The stare lingers on you for a few moments longer, and the Mareanie's mouth pinches into a number of different expressive shapes, before, with one single long slow blink, the Mareanie evidently stops caring you're following them around and turns back to what's important: whatever it is that caught their eye.

Which in this case is a small patch of rubble and, in particular, a board of plywood sticking up out of the reef.

The Mareanie skitters over to it, stopping close enough that they can all but press their face into it as they visually inspect it. Their mouth lolls open, revealing the numerous sharp, blade-like teeth within, but rather than bite it - as you'll admit is your first thought - the Pokemon instead huffs at the air—scents it, you realize. The Mareanie is smelling the board.

You glance around the Mareanie a bit to try to understand why, but come back with nothing. The piece of plywood is just that: a piece of plywood, probably the rubble of some nearby collapsed home. The piece looks heavily waterlogged where it sinks below the water, indicating it wasn't intended to ever end up there and was, as such, not treated with the kind of chemicals needed to protect it from the water. There's some slimy, dark patches of rot that mar the space just above the water line, but besides that, there's nothing special about it.

The Mareanie still spends some amount of time inspecting the plywood, though. Smelling it, staring at it, all of which is done with great and methodological care. They circle the piece of driftwood twice, before finally scuttling back a few paces without turning away from it.

With that, the Mareanie slams one tendril into the board without warning. The thing lets off a piteous creak joined by some audible cracking from the impact, the entire piece of plywood shaking like a tuning fork in the moments after the—

The Mareanie smacks it again. Then a third time. Both of these come with a delighted crow of "mar!" when they do so. The board splinters a bit under the second blow and breaks entirely on the third, the top half toppling off and falling over, connected to the bottom half by only a small tangle of wooden gristle.

Evidently pleased with their work, the Mareanie leans back, arranges their tendrils, and fires a few spines into the space just around the plywood board, occasionally stopping to glance at their work before continuing. Once the trap of poisonous spines is suitably built up, the Mareanie turns back to look at you, then at the board, then back at you, repeating the back-and-forth several times in absolute silence.

You have no real idea what the Mareanie is trying to convey to you, but the Mareanie clearly doesn't recognize that, as they eventually stop and, with another satisfied-sounding "nee!" they waddle off, heading this time towards where you first found them.

You catch sight of B.B. on your shoulder watching the departing Mareanie with the same kind of muted distrust usually reserved for veterinarians and energetic Bonsly. He huffs, a ponderous noise of great and unjustified suffering, before listing to the side and leaning against your head.

You leave him to his dramatics and follow the Mareanie, finding the Pokemon in question waiting a few paces away and looking at you. Once you get close enough, the Mareanie turns back around and makes a straight line for the space you saw them leave their trap some hours ago. Once there, they inspect their handiwork, scuttling around around the trap in circles and kicking up water.

Eventually, the Mareanie grinds to a halt and stamps some of their tendrils into the water. "Nee!" they announce, looking once at you, before turning away again and heading, this time, towards the alley you stopped them from entering when you caught them.

You end up having to step off of the causeway you're on to follow, wading into the shallows. Avoiding stepping on spines briefly consumes your attention as you follow the sounds the Mareanie makes as they move, only briefly glancing up to confirm the Mareanie is still there as you go.

Thankfully, by the time you're passing between a pair of building complexes, the poisonous traps have dispersed enough to let you focus on your surroundings for a few moments. You emerge out into a more densely-packed part of the neighbourhood—a forest of similar-shaped complexes that sit separated by avenue-like roads between them. It's here, thankfully, that another causeway emerges from the waterline, and you quickly hop onto it to avoid an accident.

Not that you're alone in that, the Mareanie too has navigated up onto the causeway, though for a different reason than your own: the debris.

It's everywhere. It's the most debris you've seen in Pacifidlog and you've seen a lot of debris in Pacifidlog.

Siding, roofing tiles, fragments of wood and things torn out of people's homes like curtains, furniture - some in more than one piece - and more choke the avenues to the point where there's no real seeing under any of it anymore. In some places, the patches of debris have collected so densely together out of a lack of space that they've formed crude barriers, blocking a path to your left from traversal without first climbing over them.

You imagine this must have been because there wasn't any room for this stuff to be hauled out to sea—instead, when the storm raged through this part of the district, something in it held and that meant all the damage simply fell where it was caused, and could go no further. It's why you can spot one building almost completely stripped of siding with matching siding crumpled up near the side, as though it had been peeled off and then abandoned by someone.

Even the causeways aren't immune to the clutter. Pieces of debris sit beached on the limited space available, making it hard at times to recognize whether or not the causeway even continues forward, or if some part of it broke and that patch of garbage is an extension of the debris that surrounds you in the water.

The entire space is miserably claustrophobic, and you cannot risk putting your leg in the debris-choked water. Putting aside the fact that if there are spines down there - and why wouldn't there be, honestly - you'll definitely step on them, you also just can't risk getting a rusty nail driven into your foot or leg because you couldn't see that you were about to step down onto a board riddled with them.

"Mar-ea-nie!" The Mareanie choruses from nearby, drawing your attention. To turn to find the Mareanie some paces away, staring expectantly at you while fidgeting in place. Occasionally, one of their tendrils, almost as if each had a mind of their own, reaches out to idly smack a piece of nearby debris, sending it tumbling away.

You'd gotten distracted there again. You quickly step forward to join the Mareanie along the path, nudging debris out of the way when you need to with your foot.

The Mareanie waits until you're a few paces away before they wiggle once, then twice. "Nee-nee!" they cry, announcing your arrival, before making a full turn - back facing you and showing an incredible amount of trust, you distantly realize - before rushing on ahead, moving deeper into the area.

You follow along, careful to keep an eye out, but mostly focused on the Mareanie. After all, the plan here was to find where the Mareanie didn't go, to get a good grasp on where there might be other inhabitants in the local area.

That said, the initial results aren't particularly relevant to that goal.

The first thing the Mareanie stops to inspect is a building which seems to have just been particularly unlucky. In a cluster of mostly-standing residences, this one in particular collapsed, hauling down half of the two buildings it was built against and covering a bit of the causeway ahead of you, but doing little else. The mound of rubble is a combination of thin wood, metal and plastic, joined by the occasional fleck of fabric and cluster of roof tiles.

The Mareanie leans in to inspect it, using their tendrils to paw away larger pieces of rubble and dig little holes in the more loosely-piled material. They sniff at it with open-mouth inhales, their head tilting this way and that, with the subsequent questing kicks of their tendrils generally aligned with the direction their head is pulled in as they smell and inspect the rubble.

Eventually, the Mareanie eventually decides there's nothing to be found in this particular pile and pulls away, before turning to stare at you again, then the rubble, and then back to you. This stare lasts for some time before the Mareanie, satisfied, turns away again and moves on.

You follow after, stepping over the rubble spread out across the causeway. The path ahead, however, terminates in a t-shaped split in the road, and the Mareanie goes from their normal excited gallop to a full stop, pausing to lift their head up as high as they can and tilting it back. They open their mouth again, hanging wider than they have before, and suck in deep, searching breaths, eyes half-shut.

You watch, half-enraptured, before the Mareanie's body shudders and then snaps back to attention. Down goes their head, and then spare a disgruntled look to the right, before heading off to the left, muttering an annoyed "mar-mar-mar" as they go.

Despite initial impressions, the Mareanie does appear to be surprisingly thorough: burrowing for potential goodies in piles of rubble, avoiding wading through the clogging debris, and scenting the air to check which direction will get it in the least amount of danger.

The behaviour continues, as well. Always they find something new to inspect - some rubble, mostly - and always they turn to look at you for a long time afterwards before moving on. They spend some time every so often scenting the air and moving down different paths whenever necessary, though their vocalizations never stop—they're quite talkative, you've come to realize, and no inspection or scenting can be called complete without the Mareanie crowing about it.

You find it pretty charming, honestly.

It takes you an embarrassing amount of time to recognize what the Mareanie's trying to accomplish, though. You can't quite call it 'teaching', because that implies a degree of social interaction that's not going on here, but it strikes you after another post-inspection stare that the Mareanie is still clearly showing you how they do things, and making sure you're watching them when they do so.

It could also be that they're just showing off how good they are at navigating their environment—you aren't actually sure. It still feels like an extended branch of trust all the same.

The good feelings, though, don't last.

It's maybe fifteen minutes into your guided tour of the local destruction that you notice a change in the Mareanie. Their pace begins to slow, not quite faltering, but no longer galloping around. Their vocalizations dim, becoming quieter and less frequent, while their body begins to bunch up and tense. Their pauses to inspect the local environment become less and less frequent, and instead, you find yourself fording on ahead with single-minded purpose more often than not, bypassing what would normally be irresistible piles of stuff to dig in for the Mareanie. They check on you much more often as well, looking behind themselves every dozen or so seconds, as though to make sure you're there, and something else isn't.

And, at some point, you notice they stop shutting their mouth, constantly inhaling, constantly scenting the air.

B.B. picks up on the tension as much as the Mareanie does, moving away from where he'd been half-lounging against your head to stiffen up into a gargoyle-like posture on your shoulder, preparing for conflict. You'll even admit it gets to you, worming its way into your focus, a buzz of anticipation pulsing in the back of your head.

With the rise in the Mareanie's tension comes a proportional drop in the condition of surrounding buildings. Where before, you'd been passing by only the occasional collapsed building, with most others injured, if not completely destroyed, now the collapsed buildings quickly rise back into prominence, much like the state of the area near to where you entered the raised part of the reef.

Before long, you stop seeing buildings in one piece at all, and not that long after that, the buildings that aren't just mounds of vaguely building-shaped rubble become rare, standing out against a landscape of destroyed infrastructure. The debris in the water only grows with the added destruction as you find yourself in a kind of horrible ideal zone for the maximum amount of rubble coupled with enough barriers to stop the water from hauling them off, leaving even the causeway buried in junk, forcing you to climb over it.

The Mareanie turns one last corner and you, following after, step out into what can only be the other end of the raised reef. Ahead of you is pure destruction, only the occasional mound of debris left behind where buildings had once been. Beyond those, the reef buckles and breaks off again, dropping down into the ruins of the north. One of the two islands that surrounded Pacifidlog, stands rather large against the backdrop, not close, not yet, but nonetheless much closer than it had been.

Turning to the side, to take it all in, you freeze.

Meters away is a wide, open crack in the reef—still on the raised portion, but a canyon nonetheless. It's a depression in the reef that drops immediately down, as though someone had stopped to set up a quarry in the midst of all of these ruins. The coral around the opening is all heavily fed on, gnawed down to barest, inedible nubs.

This wouldn't be enough to inspire what you feel now. You've seen this before, or things like it, not hours ago.

What does is the sight of pink.

Scattered splotches of Corsola-pink, both in the form of tossed-away, inedible coral nubs, scattered across the rim of the canyon like peanut shells, and in the occasional, gnawed-down nub that juts out from the reef proper near the canyon edge. Part of the reef that hadn't managed to die—not before the locals got here, anyway, leaving behind splotches of colour that stand all the more bright against the grey skies and white reef.

It's the first sign of Corsola activity you've seen since you got here. Everything else has been dead, but this... this is vibrant, this is recent, you notice. This is something you need to inspect as soon as possible, to make sure.

But from this distance? You can't see down into the hole, not far anyway, and you need to.

You sink down into a crouch, limiting your visual profile just to be safe, and start inching towards the the rift in the reef. You keep your pace smooth, slow, and stop yourself from lifting your feet too much, not stomping through the water but almost gliding through it. It slows you down, but it does mean the only sound you make is the natural churn of water as your ankles push through it.

You expect the worst, to be honest, you need to expect the worst, but if there's a chance—

You feel B.B. go taut suddenly. A whispering, fluttery hiss purrs to life in his chest—

You twist around in confusion, just in time to watch as the Mareanie who led you this far lunges at you.

Your heart kicks up into your throat as you flinch away, but too slow. The Mareanie is too close, and you're too unprepared—

The Mareanie's open mouth, rather than close down around your arm or some other vital point, instead finds the strap on your bag with precision. The second they have a firm grip on it, you feel them haul, hard and fast, trying to drag you away from the hole in the ground.

Your body, still reeling from the shock, is ill-prepared for the deceptive amount of physical power the Mareanie has in their body, and you're nearly thrown onto your face, only saving yourself by digging your heels in and leaning backwards.

Your mind, comparatively, caught between panic, disappointment, abject confusion and some amount of anger, finally manages to parse what you're seeing. Or, more accurately, you finally manage to catch sight of the Mareanie's wide, terrified eyes.

The metaphorical gears that make you up grind to a ragged halt as you crouch there, leaning against the pull of a very scared, very worried Mareanie.

"Mareanie," the Pokemon hisses at you, half-panicked. They give you another harsh pull, again nearly hauling you over, but you resist just barely.

The rest of your mind catches up to you as you hear B.B.'s warning hiss begin to graduate into a sound not unlike a teakettle, a growing hiss-shriek of imminent apoplectic violence that makes all the ranger training you've learned finally kick into action.

You need to stop B.B. from exploding on the Mareanie - who he probably thinks is attacking you or at least acting aggressively - and alerting everything within a square kilometre that you're sneaking through their territory.

Your body kicks into gear before your mind even finishes thinking about it. "B.B., calm," you snap at him, voice full of authority you definitely do not feel at the moment.

B.B.'s hiss strangles in his throat, but it doesn't die out entirely. Moments later, it's growing again, a like a guttering flame finally fed more and more fuel. You can see the tipping point you're rapidly approaching where you'll need to pry B.B. off of the Mareanie if you're not quick.

"B.B., enough! Stop!" you bark at him, this time nearly graduating into a shout. You keep your voice as quiet as possible, but you need to get him to back down. You reach up with one of your hands, planting your palm firmly against B.B.'s skull—a feeling he would associate with being chinned.

B.B.'s shriek dies again, and this time, it does so completely. It fades away into a faint noise of discontent and frustration as he squirms against your grip, until he finally relents with a quiet, if still spitting snarl of annoyance. You're going to be paying for that later—but that's later-you's problem.

Now, the Mareanie, before B.B. has time to work up steam again.

Swallowing your nerves, you refuse to hesitate and reach out with your other hand, gently pressing your palm into the Mareanie's face.

The Mareanie jolts against the touch, confused. Tendrils begin to move down to close around your hand in a defensive action, but you watch, curiously, as they stop. The Mareanie glances towards your hand, and slowly, the tendrils pull away. A moment later, you feel the Mareanie lean into the touch, gently rolling their cheek against your palm. Their eyes close a bit, no longer bulging wildly in panic.

You take a deep breath. Risky thing, putting your hand near a Pokemon whose dental configuration could be best described as 'inspired by a thorn bush'. It worked out, though.

Ever-so-carefully, your work your hand open and arrange your forefinger and thumb on either side of the Mareanie's jaw, where you can feel the joint is. Slowly, patiently, you apply force—not much of it, you don't need much, but enough that slowly, the Mareanie's mouth is pried open, teeth beginning to slide free of your bag's strap.

Finally, they release your strap entirely, which now sports a layer of spit and several new puncture marks for your trouble.

The Mareanie leans back into your hand, mouth closing, eyes still watching you.

They tried to stop you from getting any closer to the hole, and from what you can tell, they did so in a panic. There's only a few reasons why they might have done so, and most of them can be comfortably summed up with 'something scarier than me is down there'.

You... just can't leave that be.

Gently rubbing the Mareanie's cheek and chin a few more times, you pull your hand away - the Mareanie giving you a confused, somewhat beseeching look - before reaching into your bag and turning to look at the hole in the ground again. Your fingers find the surface of the Mareanie's still-expanded pokeball inside of the bag, and your wordlessly take hold of it.

You can't convey to them that you're not going to fight whatever's down there. They don't trust you enough not to do that, or to follow your command if you did. But you still need to see it, you can't avoid it. But at the same time, you can't have a repeat of that—you don't think you could stop B.B. from firing off at least one very loud attack if the Mareanie tried to stop you from getting any closer again.

You begin lifting the ball out of your bag when you catch sight of the Mareanie again. The Mareanie looks at you, then at the canyon, then back at you. You see their face go through a number of expressions again, their tongue slipping out from between closed lips to lick across exposed fangs.

Then, with visible reluctance, the Mareanie scuttles past you, ahead of you, towards the canyon. They don't get far, pausing just a few short feet away, and look back at you, before looking forward again.

Your hand drops the pokeball back into your bag and you inch forward. So too does the Mareanie, matching you step-for-step as you slowly approach the open rift in the ground, until finally, you're close enough that you can see directly down it, and both of you grind to a halt.

What you see down there makes your heart fall.

The vast crack in the landscape narrows down until, at the bottom, it's about the size of the boats you've inspected today. Much of the walls leading down the sides of the crevice are made of white corals, but the deeper down you look, the more and more pink emerges, starting first as just freckles, then graduating into vast smears across the walls. The hole down is not flat—there's numerous odd spaces where rounded voids exist, as though parts of the reef had torn themselves free and run off. You hope they got away fast enough, but you can't be sure. Much of the white corals have been left mostly untouched, while the pink corals have been targeted voraciously.

At the very bottom, three Toxapex sit as far away from one another as they can be, each feasting on parts of their surroundings. Pillars jut up from the bottom of the canyon, tall trunks of vibrant pink coral which have been gnawed on aggressively, vast chunks torn away. Some stumps remain in other places—evidence that a pillar once existed there, but their consumption had been so thorough that only lumps in the ground remain.

As you watch, a surge of light pulses up from deep below, briefly illuminating the almost stone-like bottom of the ravine—still Corsola pink, but not made up of a tangled reef structure—before the light surges elsewhere, out into the pillars. The gnawed-on parts twist and bulge before your eyes, and then start healing, filling back in. It's not much regeneration, relative to the total damage already done to the area, but it covers over some of the gaps hungry mouths have chewed into the surface. One pillar in particular goes from ragged and barely standing upright to more hale, thickening out a considerable amount.

And it's then that what you're looking at sinks fully in: you're looking at a single, giant Corsola from the top down. The pillars below are the same horns that grow on the backs of younger Corsola, but expanded out to their natural conclusion. This Corsola had survived the boiling waters and tectonic forces, somehow, and yet here it is—being picked over by hungry Toxapex.

One of the Toxapex at the bottom of the pool turns away from their current food—a gnawed-down stump—and towards the replenished pillar. After a moment of consideration, the Toxapex lifts up into the water, swimming towards it.

Only for their nearest neighbour to turn immediately and erupt with orange light. The swimming Toxapex twists, clearly sensing the incoming attack, but too late; a rigid mass of orange energy consolidates into a stone and hurtles across the distance between the two Toxapex, exploding as it slams into the swimming Toxapex, the impact throwing them back down onto the ground.

The hit Toxapex writhes angrily on the ground, thrashing with bubbles frothing around their mouth. They scuttle to their feet, visibly howling something at the other Toxapex, who just opts to ignore them.

Looking closer, you spot more signs of past fights. Not all of the marks on the wall are from eating, rather, you can spot claw marks, fired spines, and other signs of damage. It's not hard to see that whatever truce exists here is extremely tenuous, and the only reason it's being permitted is because of the wide access to some of the most nutrient rich food in this part of the reef.

A moment later, the injured Toxapex visibly concedes, slinking back to their gnawed-down stump in a jittery scuttle. Angry, you think, but not willing to make it into a full fight.

But that still is three Toxapex, none of which look sick or impaired in any way. The injured Toxapex looks a bit smaller than the sick one you ran into, and subsequently smaller than the other two, so it maybe has the chance of being the youngest there, but you can't be sure.

Swallowing thickly, you retreat as quickly as you can, the Mareanie joining you and giving you the occasional look as you do.

Once you're far enough away from the three Toxapex, you lose your grip on your thoughts, which immediately start racing.

Mahana said that sufficiently large and ancient Corsola eventually became 'rooted organisms'—unable to move, in other words. By her words, they became the bedrock of the ecosystem, literally, being the basis on which the reef would continue to grow up and out. But, from what you saw there, the majority of the Corsola's back is completely open to the sky above—there should be nothing stopping them from leaving if it was just being buried that was the problem.

So then you need to assume they're rooted literally into the rocky surface below, but then that raises the question on why the Corsola hasn't broke those parts off and tried to get away. Corsola are known to shed horns to escape predators, whether just to make them go off to eat the horn or because that horn was being held onto.

You check your Pokedex, booting it up and bringing up the Corsola section. You get a lot of information about younger Corsola with only a token sentence about older Corsola being 'immobile', which is less than useless.

You put it away.

The Mareanie watches you the entire time.

Okay, if the Corsola is unable to escape anyway—why haven't they died yet? A morbid question but few Pokemon can actually handle the constant stress involved in being fed on while still alive, regeneration or not. Wouldn't the stress eventually kill them? Corsola colony collapse, as Mahana explained to you, also comes out of stress due to large-scale die-offs.

What's keeping them here? In this torture?

You don't have an answer, you realize that, but you need to do something about it as soon as possible. For all you know, the Corsola could be on their way to reaching that point now, and you're wasting time trying to figure out the how. You know what you have to do.

You don't have time for this.

You reach into your bag again and this time pull out your P★DA and the radio Mahana gave you. Your life itself might not be in danger, but this situation is completely beyond you, and it seems very critical. There's a living giant Corsola left and you are utterly and completely unable to face down three Toxapex to deal with it. You need backup.

Your mouth is dry, your finger hovers on the button.

You swallow down the nerves. If anyone has a problem with this decision, you'll bring this to upper management. You're doing this by code.

Bringing up the GPS coordinates on your P★DA, you breathe out, press the button on your radio, and begin speaking.

"This is Ranger Parsons, located in the north-east residential portion of the dockyard, at..." you list off the GPS coordinates written on your P★DA. "I am requesting back-up. I have found a large, immobile elder Corsola currently being progressively eaten by three Toxapex, and I am incapable of handling this threat alone, over."

Your radio crackles for a moment, nothing but interference, before a chorus of voices greet you, melding together, speaking over one another, growing and dipping in intensity. Eventually, a few moments later, all but one fades.

Choice:
Who answers?

[ ] Amadeo, loud and energized

[ ] Wei, tone focused and attentive

[ ] Yeong-Chul, quiet and disciplined

Note coming down here to avoid anyone being spoiled by my additional commentary.

I'll admit I struggled on this chapter a bit (at least the end, writing the Mareanie stuff is, as always, fun). On the one hand, I want to give you guys all the options you can, but on the other hand, I don't want to break the actual logic of this being a ranger quest. I initially set out with the idea in mind to let you guys choose whether or not you used the radio here, but as I wrote this, it became increasingly obvious that faced with these stakes and odds—I couldn't justify Kylie, who has spent two years being taught "how not to die in the wilderness" not using it in this case. It's a no-brainer, right? You're still a new ranger, these are three hostile, powerful Pokemon, and you have allies nearby. Use them.

Additionally, I originally set out to let you guys plan you path of approach here alongside choosing who answered, but I found that didn't gel well. You guys know nothing about any of these characters besides the minimal interaction we had going into this, but that does also mean needing an additional chapter to establish what you have to work with, which will make the next chapter a bit shorter.

I included some descriptive prose on the choices here to indicate the kinds of character you'll be working with for this, but note that there's no wrong choice here. Each one will bring their Pokemon and their own unique method to the table, and just pick one that works for you.

Mahana's been left out because she's doing important stuff. Don't worry about it!

Anyway, I hope you enjoyed and thanks for reading.
 
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1.8
Vote results

Quick summary:
[X] Yeong-Chul, quiet and disciplined wins at 27 votes.​

Note: I made a minor change to the last chapter, reducing the size of the Corsola at the bottom of the pit down to 'just' the size of the boats you've seen over the course of this mission (down from 1.5x). I just forgot how large those boats are when I wrote that part of the last post.

I've been sick all week and I'm still recovering from that. Please be patient if there are any errors and point them out for me, and I'll do my best to get to them. Now, if you'll excuse me, I'm going back to bed.

It's Yeong-Chul's voice which ultimately resolves out of the competing noises and static.

"This is Ranger Yeong-Chul Kang, I hear you loud and clear. I'm moving towards your location as we speak, approaching from the north. Disruptive water currents in my area prevent me from giving you an exact ETA, but I should arrive within the next ten to fifteen minutes," he explains. His voice is unhurried and calm, yet disciplined all the same. "Brief me once I arrive, so we can keep the radio chatter to a minimum, over."

"Acknowledged, Ranger Kang," you respond, speaking into the crackle of your radio. "I'll see you shortly, over."

The interference from your radio peels away, then dies out entirely. Staring at it a moment longer, you suck in a breath, then tuck the radio away for later. You've done what you can to ensure you get the help you need with this situation, now you need to prepare for his arrival.

Which means dealing with the situation you've found yourself in. Specifically, the fact that you have a prodigiously pissed off Whismur on one shoulder and a curious, if thoroughly unruly Mareanie who isn't trained to handle human interaction standing nearby. You're going to need to deal with both before he arrives, and ideally do so quickly enough that you stop anything else from happening in the time between.

The easiest of the two to deal with right now is the Mareanie, despite being a wild Pokemon you met and caught just a few hours ago. B.B. is going to take... a bit more effort, you know that from experience.

Reaching back into your bag, you grab the Mareanie's pokeball and quickly pull it out, turning towards the Pokemon in question. You can't guarantee the Mareanie will be able to interact with Yeong-Chul and any partners he might have without getting overwhelmed, which already means returning them to their pokeball is the ideal path going forward. But, honestly, another part of it is that removing the Mareanie from the situation will probably calm B.B. down by extension.

Thinking about it, you're not even certain you could calm B.B. down with the Mareanie still out and about.

You're grateful for how much the Mareanie has helped you out today. You're not sure if you would have made it to where you are now in twice the time it took the Mareanie to lead you around, and you're fairly certain you would have run into some other territorial members of their species without them. Even if you do think the only reason the Mareanie stopped you from getting near the hole in the reef is because if you set off the Toxapex inside, they will also get attacked, you still can't help but feel a flutter of affection for the Pokemon.

As misunderstood by B.B. as the action was, it was still an attempt to protect you. You still have built up enough rapport that the Mareanie tried to stop you rather than notice your curiosity and simply run in the opposite direction, leaving you to your fate.

You can't help it—you linger on the prospect of taking them in. It wouldn't be hard, a part of you recognizes; the Mareanie is an invasive Pokemon who will - if you don't solve the problem yourself - need to be relocated back to Alola or left to be gradually culled by resurgent native predators once their environmental advantage is taken from them. These kinds of edge-cases are the ones the Union wants rangers to get new partners from, if they want to get new partners at all. It is always preferable to do it this way, rather than removing a perfectly healthy specimen from their natural habitat.

You push the thoughts away. Later, that can be for later. Get the mission done first.

"Thank you for your help, fella," you say to the Mareanie instead.

The Mareanie gives you a curious tilt of their head, staring at you. "Mar?"

Activating the pokeball, you watch as a thin red line jumps from the button and tethers itself onto the Mareanie, who jolts in surprise. A moment later, the Mareanie's form is lost in the growing red glare and hauled back into the ball.

Shrinking the ball down, you tuck it back away in your bag where you last put it.

Taking another deep breath, you turn to focus on your partner.

B.B. is still fuming on your shoulder, his posture hunched and defensive. He is pointedly not looking at you, with puffed out, bristling fur, ears pressed flat against his head and his mouth slightly lolled open, softly panting. Altogether, the body language there speaks to a combination of anxiety and unyielding fury.

You know why he's so mad: it's the way you calmed him down. By planting your palm on his head and applying force, you mimicked a dominance display among Whismur, one B.B. himself is terribly familiar with: chinning.

Chinning is an emotionally intensive action for any Whismur. Most people recommend you avoid applying strong downward pressure directly to a Whismur's head unless you knew what you are doing because it is more often than not interpreted as chinning. You were, in the language of the species, effectively saying that not only are you in control of him, but you are larger than he was, and above him in every way that mattered.

B.B. does not tolerate that well. No Whismur tolerates that well, really, but B.B. tolerates it even less on account of it picking at older wounds you know he has.

Reaching out, you slowly present your wrist and palm in front of B.B.'s face, holding it there in silence.

B.B. responds by twisting his head away, snubbing you and your outstretched hand. His fur bristles briefly outward in the intervening seconds, but gradually, second-by-second, you watch his fur slowly relax back down, and finally, B.B. turns back and leans forward to warily sniff at your hand.

B.B. is a large specimen for a Whismur, always has been, and that was probably the only thing that stopped his creche from exiling him completely.

See, Whismur communities put a lot of importance on being large. A large Whismur, after all, is more likely evolve into a Loudred. Exploud - and more rarely, Loudred - are protectors of Whismur creches, and often sire plenty of children themselves, making them key members of their communities and thereby encouraging individual creches to cultivate them whenever possible.

At the same time, though, Whismur creches also selected for something else: sociability and non-aggression. Not calmness, to be clear, you're not sure Whismur can select for calmness given their behaviour in the wild and their defensive strategies - which come down to 'scream at the problem until it goes away or until local protectors can arrive' to be brief - but certainly, at least in the eyes of a Whismur creche, the ideal Whismur is a large, rotund specimen who won't pick fights and will integrate nicely into the creche's existing social dynamics.

B.B. is not that. He is large, yes, one of the largest Whismur of his generation, as far as you can tell, but he picked fights constantly, even before you met and captured him. Fights with other Pokemon, but also fights with other Whismur over dominance, fights that would set off the creche and escalate rapidly into a screaming fuss that would draw in the creche's protectors. He already had existing antisocial behaviour - B.B. isn't exactly a social Pokemon, and often views even friendly attempts to interact with him with ornery suspicion - and you have to imagine his hair trigger only made that worse.

B.B. had all the physical qualities his creche wanted, but literally nothing else, and subsequently his large size ended up just making him a large problem. He completely failed to integrate with his birth creche, and they very much did not hide that fact from him.

The first time you met B.B., you were bored after coming home from school, hanging out near the tidal caves by your home. You always knew there was a Whismur creche nearby - your parents were clear not to screw around near it - but generally the Whismur would only come out to forage on seaweed, berries and mosses into the late evening and early morning, at or around sunset and sunrise, when it was still bright enough to let them navigate around easily, but not so bright that it hurt their eyes.

It was, then, to your complete confusion that you found a Whismur not just out in the late afternoon, but completely alone, rummaging through local berry bushes for things to eat.

This was weird because as a rule, Whismur didn't do things alone. A Whismur creche's best and most potent advantage is their numbers, and forays out of their caves are done in units of three to five Whismur. Whismur grouped up because it means a cry for help will be done collectively, and it will be loud enough that other groups can pick up the cry for distress and carry it on, effectively telephoning it back to the caves no matter how far away they have to go to look for food. If one Whismur group is cornered by a predator, their aura-enhanced screaming will not only reduce the chance of the predator killing them - nothing that bothers to hunt something the size of a Whismur will enjoy being hit with three to five aura-enhanced screams, after all - it will also ensure that, eventually, a Loudred or Exploud will rush over to investigate, and nothing particularly wants to deal with a furious Loudred or Exploud, even dragon-type Pokemon.

A solo Whismur has none of that.

Yet, there he was, rummaging for berries in the bush with his mismatched ears, completely absent any buddies at a time of the day where most Whismur refused to even get close to the cave entrance due to the light.

You'd later learn, by stalking him back to the cave entrance, that his fellow Whismur gave him a wide and unfriendly berth, that they refused to buddy up with him even when he tried to get near their groups, and he was unilaterally rejected from the creche's reserve food stores, driven away by older Whismur. His constant dominance displays and inclination towards violence had alienated him completely; nobody wanted to be near him, let alone work with him.

And B.B. lashed out at them for that. Not often, not to the point where he became a threat to the creche, but the pattern of violent reprisal against smaller Whismur was something you noticed even back then.

This was only made worse by the older Whismur and the two Loudred that the creche had as guardians. Both the two Loudred and any Whismur with sufficient seniority on B.B. would aggressively chin him if he got too close to them or any of their clutch-mates, while also driving him off from the best nesting spots within the cave system. He often was forced to sleep alone, near the mouth of the cave, which is a far cry from the communal sleeping habits of the species normally. In every way besides actual force, B.B. had been rejected by his creche.

What this all resulted in was that B.B. was aggressively unsocialized. He was blocked from most of the reaffirming social behaviour - social grooming, nesting, food sharing - and met aggression with aggression. He never got a chance to develop the skills he needed to interact with his peers, and they atrophied as a result.

You're not sure if his isolation would have eventually gotten him killed or fast-tracked him into an evolution. There's a good chance of the former, given that the Whismur shared the cave system with a colony of Zubat who take every chance to eat a Whismur when presented to them, but it's also possible that the constant violence and need to defend himself would have ultimately catalyzed in him evolving much earlier than the rest of his generation - perhaps a stress evolution, perhaps not - and, now a Loudred, he would have had the instincts to simply leave and disengage from the creche.

Summer break had started not long after you first spotted B.B., and with little else to do at the time - this was ultimately still during the time when your parents were increasingly refusing to let you go out with them on fishing trips - you spent the next month watching him, becoming progressively more fascinated with him. He kept to a pattern of late-afternoon foraging, and over the weeks you saw him in a variety of states. Sometimes he was perfectly groomed and collected, other times he looked like he just lost a fight, all scuffed up and fur out of place.

But he was always alone. Without exception.

That tugged on you, and you found that you really wanted him to not be so alone anymore. Yet, at the same time, you also couldn't really see many ways of solving his isolation, given that he was, in fact, part of the problem. This is the way of wild Pokemon: to maintain a healthy population, sometimes Pokemon had to be singled out and driven away, even back then you knew that, but at some point, you decided to intervene regardless.

After all, if they don't want him, they won't mind if you take him in, right?

Eventually, you brought up the idea of catching him to your parents, and after a long, long conversation regarding the responsibilities, they agreed. You spent the next few weeks after that gradually making yourself familiar to B.B. - offering him food under the auspicious protection of Angus - and though it was supremely touch and go at first - B.B. did not start out friendly, to put it lightly - you did, eventually, earn his trust and catch him.

The local vet you took him to had to sedate him to give him a microchip and do some blood tests to determine his age and if he had any problems. You distinctly remember the woman telling you she was baffled by the fact that B.B. - who at the time was already quite large - was only just a year old, not even fully matured yet.

But that wasn't the end of B.B.'s problems. It would have been nice if capturing him solved his hang-ups, but it didn't. It took you another year of focused socializing and basic training to make it so that he could coexist in a space with people besides you and your parents without blowing up. At first, you had to keep him in his pokeball most of the time, as leaving him out would invariably result in something destructive happening.

But you managed it. He even bonded with Angus to a certain extent - Angus is one of the few Pokemon you've seen B.B. actually share food with, as an example - though that was its own trial. Nowadays, B.B. could probably live fairly well in a Whismur creche if it came down to it. He'd certainly be a grumpy and withdrawn Whismur, but he definitely isn't the seething bundle of rage you first caught.

But... as much as all of this is true, as much as he's been nurtured into a healthy and happy Whismur, he's still held on to some things you don't really think are fundamentally alterable. His fight or flight response is still firmly set to fight, and you've found no way to train it out of him. He still responds poorly to any kind of dominance display, even if it is a casual display, and while you've gotten him to the point now where he does not try to start off any interaction with another Pokemon by chinning them, he's still somewhat prone to doing so if he feels nervous or anxious.

B.B. brushes his cheek against your palm, pulling you from your memories, having finally decided he's going to let you touch him. His face slides into your palm easily, a comfortable fit, and you listen as he snuffles at you: a low, creaky noise that sounds as much recalcitrant as it does hesitant.

"I'm sorry, buddy," you tell him genuinely. You never want to force dominance displays on him, it has always been his sore spot, and it invariably upsets him. But... you just couldn't let him explode back then, his and your own safety took precedent. It always will.

B.B. looks at you from behind his glasses, eyes barely squinted, and lets out a long, laboured huff. He pushes deeper into your palm, and you curl your fingers to scratch at the space beside his ear. A moment later, the ear slips open a bit to let your fingers underneath, and you focus on the rough fur beside the opening of his ear that he so enjoys getting scratched.

You watch his eyes flutter shut, however briefly.

"Whismur," he mumbles at you, relaxing a bit more.

Reaching out, you gently lift him from your shoulder and tuck him against your chest. B.B. doesn't resist, reaching out to grip onto the front of your wet suit, clinging. You slowly arrange your arms around him until you're cradling him there, and feel as he relaxes even further, B.B. planting the side of his head against your chest, curling in closer.

B.B. loves to be held this way, cradled not unlike a small child. You think it's because he can listen to your body like this, but you can't really be sure—few Whismur actually liked being lifted off the ground like B.B. did. Another one of B.B.'s oddities, but not an unwelcome one.

You stand there, surrounded by ruins, as your partner relaxes ever-further.

Reconciliation with B.B. is not difficult. It never is—you've both blundered and apologized in your own ways. You think some part of him recognizes you as the leader, and to some extent, he's even come around to accepting that. But... it's also not an instant process. Whismur have good memories, and B.B. is no different; you've run aground against a sensitive part of his personality in doing what you did, and it'll take some time for him to come back down from that.

You expect he'll need a few days before he's less sulky and bitter. He'll be more aggressive about food in that time as well, and less social to boot. Nothing you haven't worked with before, and nothing like the state you slowly nurtured him out of - feral not in the sense of a domesticated Pokemon abandoned, but feral even to his own people, and so terribly confused - so things will, eventually, be okay.

B.B. is your partner. Whatever happens in the future, that isn't about to change. Even if you retire from being a ranger, or are forced to retire because of a career-ending injury, you'll make sure there is always a place for him in your life.

After a few more moments of rubbing his face against your torso, B.B. begins to squirm, then finally move. His questing paws start finding handholds on your wet suit which he uses to scuttle his way up your body, and before long, he finds his way back to your shoulders. This time, though, he works his way onto the shoulder opposite to the one he had been perched on before.

"Got a new view, buddy?" you ask, reaching up to scratch between his ears.

"Murr," B.B. reservedly replies.

With him back on your shoulder and theoretically in a better mood, you turn back towards the north and out across the water. You squint out into the water, and you find no sign of Yeong-Chul, just debris and mounds of dead Corsola.

A glimmer of light, however, draws your eyes up, and it's there that you catch sight of something tiny. It takes you a moment to recognize it as distinct from the sky above, but when you do, you finally make out a blur of white flitting through the air, almost too fast for your eyes to follow.

Staring at it, you're almost convinced it's some kind of small bird. When the figure slows, you can just barely make out two petal-shaped wings sticking out from the sides, but it's still moving too fast to get a proper read on it. What confuses you, though, is the coloration: the majority of the body is white, but with smears of orange—accents you can barely make out—joining it. From this distance, you can't be sure of the size, but it does look in the same general ballpark as a Pidgey or a Pidove.

Thing is, unless either of those Pokemon recently ran into a collection of paint cans, none of the bird Pokemon you know of at that size are white and orange like that. There's a chance it's an odd colour-morph - small bird Pokemon are historically some of the most widely-reared Pokemon and subsequently have plenty of unusual patterns and colours that have been bred into them over the ages - but the white and orange is really, really vibrant.

Not that you have to dwell on whether or not it's a Pokemon you can recognize for long, as the white blur finally manages to briefly stop dead in the sky above, and it's then that you see the 'petal-shaped wings' are not, in fact, bothering to move, or at least not making enough movement to be used as wings at the moment. That rules out most of the birds you can think of—very few could fly without at least some flapping.

Before you can get much of a better look though, the Pokemon is moving again, diving down this time. Your eyes follow it as it drops from the sky and then vanishes behind a half-collapsed mound of dead Corsola.

A moment later, a figure emerges from behind the mound—a figure you immediately identify as Yeong-Chul, by way of his wet suit and well-kept bald head, on top of which the Pokemon you tried to identify now sits.

Yeong-Chul slips between the mounds and cracks in the reef with practised ease, as comfortable in the water as you are, which does make some sense given he took the most swimming-intensive portion of this mission.

As he gets closer, you watch as he pulls his arm up, revealing a clamshell device in his hand which he briefly pauses to look down at with a tilt of his head. When he looks back up again, you take the opportunity to raise your unoccupied arm in wide, overhead waves, sweeping it back and forth in hopes of catching his attention. After all, if you can see him, he can certainly see you.

And true to your expectations, he does notice you. He gets maybe a few paces forward before he spots you, pace faltering, head snapping up to stare. A moment later, he waves back with both arms, then immediately starts jogging towards you, hopping and skimming over debris in the way as he quickly closes the distance.

Some moments of waiting later, you watch as he climbs up onto the raised reef just a few meters ahead of you.

As he rises to his feet, you finally get a good look at the Pokemon on his head, and it's no bird—it's a bug. Specifically, you quickly identify it as a Masquerain. An evolution of Surskit, you're not overly familiar with them, but they do migrate near your home during late spring from western Orre, where large Surskit colonies lived among the many lakes and ponds of the wetter interior. The two large 'wings' you saw are, in fact, the large antennae with eye-spots on them that the Pokemon used for self-defence, antennae you immediately avoid directly looking at.

You've been hit by both Intimidate and Unnerve before. They brought in Pokemon to get trainees used to working under the influence of abilities like that, and those experiences are things you'd rather not live through again if you can help it. At least it isn't Pressure, one part of you points out, and that you can agree with.

Nobody is good at dealing with Pressure. The ability just really sucked to be in the vicinity of.

Instead, you turn your attention to Yeong-Chul himself. Aside from a nasty-looking bruise on his hand, he looks to be in fine condition.

"Ranger Parsons, it's good to see you," Yeong-Chul greets you politely, stepping closer. The man is around two heads taller than you, which has the side effect of making him loom over you as he gets closer, forcing you to tilt your head a bit to meet his eyes. "I apologize for the delay, the area I was putting down tethers in has some unusual currents due to breaks in the reef. All the same, allow me to introduce you to my partner, Hana. She's an intimidate-line Masquerain."

You smile, grateful for both his presence and willingness to jump right in. "It's fine, I had some things to get done before you got here. My partner here is B.B., a Whismur, though you probably saw him on the way over. He's had a bit of a trying day, so it's probably for the best if we keep our partners separate for this, if that's fine. Sorry for the trouble."

"Don't apologize, thank you for telling me," Yeong-Chul replies immediately, folding his hands behind his back. "With all of that established, please get me up to speed on what's going on here."

You nod. "I stumbled onto this area after I finished up repairs on the boats. I wanted to reduce the number of Mareanie and Toxapex in the local area before focusing on tethers, given the reasonable danger they pose when hiding in crevices. I found and then befriended a Mareanie through the use of my styler, before then returning back to the staging point to recuperate and get better medical attention for my face injury, which I acquired in a conflict with a Toxapex elsewhere. After I was done there, I returned here, and deployed the Mareanie to lead me around, given I had developed a rapport, ideally so that I could scout out this area without running into any major threats."

You take in a breath, then let it out.

"The Mareanie led me back to this general area—I believe their nest may be somewhere nearby—but showed great distress upon coming near the hole you can see over there," you explain, motioning in the direction of the crevice. "I eventually managed to approach the crevice in the reef and found what I described to you over the radio below: three Toxapex sitting on top of a boat-sized Corsola, actively feeding on its exposed body. Of note, there is at least one Toxapex down there that knows a rock-type move, which I identified through their use of orange-coloured aura, and they got into a brief fight with another Toxapex attempting to feed on a part of the Corsola that had just been regenerated. None of the Toxapex in the crevice appear to get along, but are coexisting due to the surplus of fresh and nutrient-rich food."

Yeong-Chul's face twitches minutely as he glances towards the hole, lips thinning. "A volatile situation," he recognizes idly. "I would like to have a look before we plan anything—is that possible?"

"It is," you tell him straightforwardly, turning towards the hole as well. "Follow me, remain as quiet and small as you can. They appear preoccupied watching one-another and feeding, but I cant be sure if that will last."

Yeong-Chul nods. "Hana, darling, pull your eyes in for me," he murmurs, and you turn to watch as the Masquerain on his head tucks her antennae in like a bird's wings, folding the eye spots against the rest of her body.

You motion for him to follow, before dropping down into a low crouch and slinking forward back towards the hole. Moments later, Yeong-Chul does the same, compressing his tall frame down into a squatting crouch. He's still a bit more conspicuous than you are, by virtue of his height, but it's not by much.

In silence, the both of you get close enough to see down into the bottom of the hole, where the three Toxapex still remain roughly where they were before. The one that got smacked down is still gnawing on the stump, the one who smacked them down is working on a portion of a gnawed pillar, and the third, yet-to-do-anything member of the trio still stands off to the side, slowly chewing pockmarks into the surface of the titanic Corsola's back.

As expected, they're all too engrossed in their own food and watching each other for signs of violence to notice either of you.

A few moments later, Yeong-Chul gives a tight nod and begins to retreat. You follow close behind, only rising into a stand once you're both well clear from the pit's line-of-sight.

Yeong-Chul rises into a stand with you and hisses out a breath of released tension. "That is certainly an elder Corsola, I can vouch for that. I can't be sure of age on account of the damage, but they have to be several hundred years old, at least, due to total size. Even though Corsola grow fairly quickly once they root in and become stationary, that kind of bulk takes time. I only saw a few that size growing up by the smaller reefs in south Johto," he explains, voice restrained. You get the strong impression he's holding some intense emotions inside of him right now, though with each word a little of that pressure dissipates. "You mentioned you saw the Toxapex down there fighting? Forgive me, I'm actually unfamiliar with the species—Johto doesn't have any large populations that aren't culled by the predators that already feed on Qwilfish."

You nod. "As I said before, one tried to get access to a better feeding spot and got hit with a rock-type move for their trouble, though it didn't escalate to a full fight. There are also signs of fighting down near the bottom that I noticed on my first go-around—claw marks and spines lodged in the reef. I think the situation is fragile and purely opportunistic, there probably isn't a Toxapex down there individually strong enough to overwhelm the other two Toxapex at the same time, which keeps any single member from monopolizing the food. That said, if any Toxapex down there does get that advantage, the situation will probably rapidly fall apart. For context, it was the middle Toxapex—the one by the pillar—who used the rock-type move."

"Thank you," Yeong-Chul replies, brows furrowed in thought. "I would say fighting should mean they should be already weakened, but we don't have that luxury on account of their regenerative abilities. Still, Hana should be able to take out any single one of them in a one-on-one fight—I will be avoiding the one with the rock-type move, though, for safety's sake—as she's already done so against other fully-grown Toxapex in the area, but if she's swarmed, I will have to retreat her. If they pull her underwater, she'll be at a massive risk."

"If B.B. works with Hana, we might be able to weaken individual Toxapex enough for a successful catch, and move on to the next one before they get the chance to swarm," you say thoughtfully, mulling it over. Neither of your Pokemon here are better in water than a Toxapex is. B.B. might be indirectly adapted to the water by virtue of his breathing holes, but it is pure arrogance to assume that makes him better at navigating an underwater environment than an aquatic, water-type Pokemon. That said... "We could leverage the high ground—they will need time to move from the bottom of the hole to us, and while Toxapex can be deceptively fast on their feet, they're not a fast species of Pokemon overall, and they seem to be slower swimmer than they are runners. In theory, that could give us enough time to knock one out of the fight and move on to the next one."

Yeong-Chul merely hums. "Maybe," he concedes. "But—actually, allow me to raise a hypothetical: what if we took on one each?"

You consider that. "B.B. can't win a fight against a healthy Toxapex alone," you eventually admit. "He barely scraped out a win against one that was heavily poisoned by petroleum exposure. But... with my styler? Between the two of us, we can probably take one down, or more easily drive one off." You might have to dip into using your styler to project emotions of defeat and fear, though, which is one of the harder uses of the styler. You were taught how to do it, but the Union obviously takes a dim view of using the styler to terrorize Pokemon, even if the brass readily acknowledges that it can be necessary sometimes.

One of the examples you remember from school is using a fear-charged styler to scare a Pokemon off who is otherwise refusing to leave their burrow in a wildfire scenario. Another example is inciting a fight among a pack of Pokemon attempting to hunt a person or someone's Pokemon to give you enough time to get in there and rescue them.

"If a direct fight isn't preferable, we can cheat and approach it indirectly," Yeong-Chul points out. "We could capitalize on the existing animosity in the group, or set up a scenario where one Toxapex is given the opportunity to drive the other two out, and intervene once they're weakened. Hana has plenty of status moves that can work in water, and capitalizing on infighting isn't difficult when approached that way, though of course we still risk the Toxapex turning on us the second we engage."

You nod, but your mind is drawn to something else. You hesitate for a moment, before putting a voice to the thought in the back of your head. "There's also the Corsola," you begin, slowly. "I'm being very careful here with how I say this, because I don't know enough about them. Orre doesn't have Corsola, but is it realistic or... even acceptable to maybe consider encouraging the Corsola down there to fight back? It's suffering, and I'm still confused why it hasn't lashed out trying to escape. If we can get the help of a Pokemon that large without that killing it in the process, wouldn't that be a huge help?"

Yeong-Chul looks at you for a moment, and you're almost convinced you've said something deeply unacceptable, but then his face eases out and his posture relaxes. "Kylie," he says, using your first name, "don't worry, what you're asking is completely okay. You're not stepping out of line here, or asking for something inhumane."

You feel part of yourself unclench at that, breathing out.

He turns back towards the hole, thinking for a moment.

"The surface-level injuries on the Corsola are just that—surface-level injuries. I saw nothing there to indicate that they've breached beyond the back horns and the initial top layer, so I doubt anything we saw down there is deadly. The Corsola is likely spending a lot of time and energy fighting off the venom the Toxapex have been putting into their system, though how well they're accomplishing that, I cannot be sure. That said, the lack of bleaching does point towards the Corsola being in stable health," he explains, motioning out towards the hole. "But that does not guarantee they can help us—it might not be fighting the venom off as well as I hope, and subsequently can't move at the moment; Toxapex venom is a paralytic, after all. There is still merit in trying to rouse the Corsola, as you're right, this situation would be agonizing and terrifying for any Pokemon, no matter how old, and the Corsola may genuinely be locked up in panic and shock. Our stylers could get the Corsola out of that state, and their help could be useful."

He lets that hang for a moment.

"...Or we could end up with a pain-crazed, rampaging ancient Corsola who is lashing out at everything around them now that we've snapped them out of their shock. This is a very dangerous Pokemon when enraged, they've had a hundred and fifty years to grow powerful off of the bounty of the reef. I won't say this latter case is as possible as the Corsola simply attacking the Toxapex on their back, it's not, but we do need to keep that in mind. Corsola are communal by nature, and suffer from extreme anxiety when separated; they often don't have the drive to be violent unless extremely stressed or joined by their reef-mates. Which brings us to the third possibility: we rouse the Corsola and nothing happens, because of that exact phenomenon. This is not out of the question, and we need to approach this with all of the potential consequences in mind."

You stand there, thinking. There are plenty of angles here, you have a variety of tools at your disposal, and you have plenty in the way of aid.

You just have to put it together and work a plan out.

Choice:
[ ] Plan write-in

(Since it has been a while since we had one of these, you can refer to Kamkong's plan for the 1.2 post as an example of how to format your own plan, or you can just write out an explanation of how you want your plan to work below the write-in prompt. Please make it detailed. I can answer questions about what you can or cannot do.)

Known Details

Available items:
Anything from your inventory
1x blister-pack of Mareanie/Toxapex antivenom tablets (2/12 doses used)
5x metal tethers
15x mixed pokeballs (9 great balls, 1 lure ball, 2 pokeballs, 3 ultra balls)
2x respirators
1x pair of rubber gloves​

Available Pokemon:
B.B.
In a bad mood, but fighting fit. Refer to his profile for what he can do.

Hana
Yeong-Chul's Masquerain. Can take on a single Toxapex solo if you can manage to set that situation up. Will be retreated if they're dragged underwater and will have to stay out of the fight until they can dry the water off of their body, as they're unable to fly while wet. You can safely assume she knows status moves which can disrupt or interfere with the Toxapex down below, alongside normal attacking moves.

Semi-Wild Mareanie
They don't have the training to listen to commands, nor do you know any of their moves, making them unavailable for general work. That said, you could go to a more isolated part of this reef and bring them out if you wanted something from them, such as some of their spines or to get their scent on an item of your choosing. They will be retreated during combat as it would be unkind and deeply unwise to force them to fight.

Opposing Pokemon:
"Smacked" Toxapex
Appears to be the smallest of the three and possibly the more opportunistic. Has already been hit by a rock-type move, though by this point it has likely healed from it. Was last seen eating a stump.

"Rock Attacker" Toxapex
The one who used the rock-type attack on the other Toxapex. Yeong-Chul is not going to want to take this one on directly due to the danger they pose to Hana, so try to work around that. Was last seen chewing on a pillar.

"Unknown" Toxapex
You know nothing about this Toxapex yet, besides the fact that they're eating the surface of the Corsola's back, rather than focusing on any horns or stumps.
 
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