Unprecedented Times [A Pokemon Ranger Quest]

Intermission d.1
Vote results

Quick summary:
[X] Building For An Endgame won with 25 votes.​

I'm back! Let's hop into things, shall we? My break was very well-needed, and while I never got around to doing any additional infoposts, I'm still glad I got this rest in. Thank you all for your patience.

As a note, I've updated the map of Hoenn! I was always frustrated with how the map made it look like there were only trees in a select few places, so... I uh, changed that. Check it out if you'd like!

Congratulations! By reaching the level of advanced in Special Attack, B.B. has unlocked the ability to acquire a skill in said mastery. As a note, Pokemon mastery skills will be less impactful than their evolution bonuses or Kylie's mastery skills, as they have other avenues to change up their methodology. Additionally, and this is not a rebuke, as a result of B.B.'s near-singular focus on sonic-based special attacking moves, they will make up all available options. A more varied skill set would in turn result in a more varied spread of options, though focusing like this gets you more options for a single 'theme' of bonuses. Anyway, onto the skills!

Please choose one of the following:

[ ][Mastery Skill] Destructive Frequency
There's a certain sound, a noise, that is present behind all of the sonic moves B.B. produces, and here it has been brought to the forefront, with powerfully destructive results.

Because of B.B.'s training in Special Attack, all sonic, special attacking moves he uses carry the additional property of being much more damaging to surrounding terrain and structures. In combat, this acts to slow down opponents, destroying their footing and penetrating past barriers they might be hiding behind more easily, and outside of it, B.B.'s capacity to remove obstacles in his way is noticeably improved when using special attacking moves, so long as you're able to stomach the collateral damage.​

[ ][Mastery Skill] Thrown Voice
Forever vigilant, forever ready to call out, B.B. has developed a certain intensity to his voice, with an accuracy to it that he lacked as a Whismur.

Because of B.B.'s training in Special Attack, all sonic, special attacking moves gain additional range and accuracy at longer ranges, allowing for him to hit distant targets more easily, and to possibly avoid any nearby allies when he does. Outside of combat, B.B. has learned how to make his voice travel quite the distance, allowing him to call out alarms and other alerts to distant allies with significantly more ease.​

[ ][Mastery Skill] Deep Timbre
Land and sea, B.B. has always been comfortable in both, much like his trainer. Yet, as a Loudred, there are limitations he must face out in the water that he does not on land, or at least there was, until today.

Because of B.B.'s training in Special Attack, all sonic, special attacking moves will travel through liquids as they do air, without the otherwise normal loss in power as they travel. Additionally, B.B.'s voice in general can pass into and out of water much more readily, allowing for him to communicate regardless of what substance he might be in at the time.​

[ ][Mastery Skill] Measured Tempo
B.B.'s life has, in his personal opinion, been defined perpetually by struggle. A struggle to be dominant over his peers, a struggle to control his impulses, a struggle to make his trainer see sense, and plenty of others. In living a life like that, it's only normal he would adjust, is it not? That he would make sure he could endure long after his peers would succumb.

Because of B.B.'s training in Special Attack, all sonic, special attacking moves are more efficient, allowing B.B. to use more of them before he runs out of aura without taking a hit to his power.​

[ ][Mastery Skill] Choir of Wrath
B.B. has always been loud, both for Pokemon in general and as a member of the Whismur family, and he has never been one to allow something else to be louder than him. Now, this instinct has been catalyzed, and turned into something more.

Because of B.B.'s training in Special Attack, all sonic, special attacking moves deafen targets hit by them for longer than they normally would. Among Pokemon with acute hearing, they also suffer from additional auditory pain as a result of these moves. Outside of combat, B.B. is in general capable of being louder. This does not impact the damage of sonic moves, despite the increase in volume.​

You watch - half of your body hanging over the side of Clamperl's Luck - as you pull ever-closer to the RUS Redeemer.

The former-superyacht is anchored next to a large, if rather flat island. The vessel's considerable bulk hides some of the landscape behind it, especially as you get closer and your view narrows, but what you can see of the island paints a picture.

It's... not a pretty one.

Like the other islands you've seen in your time in Hoenn, this island is dominated by a thick canopy of rainforest that clings to any surface it can find purchase on. Only, unlike the other islands, this canopy is visibly fractured, with patches of it either missing or sagging low towards the ground. As your eyes trace towards the interior of the island, it's clear, even from this distance, that the rest of the forest isn't that much healthier; the canopy is thinning all across the island, and you can see rows upon rows of trees which are listing, dipping towards the far side of steep hills and cliffs.

You're not close enough to see the ground in any degree of detail, but it's certainly not green. Most of the ground visible to the eye is brown, a blackish brown that points not just towards dead grass, but upturned mud and muck. There's paths you can see, cutting through both the trees and the mire of a landscape, but these look to be previously-made concrete roads and footpaths. If there is any new life taking root in the churned earth, you certainly can't see it.

Deeper into the island, perched up on a flattened hill, is a ruin: what was once a vast complex, probably some kind of fort. You imagine it would be quite the sight in the past, especially with it positioned above the trees that sit around it, but none of that splendour is left. Instead, you find mounds of rubble and chunks of infrastructure, jutting up from the earth like exposed ribs. If you squint, you can barely make out blobs of colour that are probably vehicles and machinery, arranged haphazardly across the hill.

The island is otherwise distinctly untouched by humanity, at least outwardly. You can see no towns or villages, no evidence of the kind of roads needed to support a community larger than the one that would live up on that hill. Maybe those traces are buried beneath the canopy, like the former capital city on Kanagumo, which one could only find by fording through thick rainforest. Still, the absence is notable, in no small part thanks to this island's surroundings.

Pulling yourself back over the side of the ship, you can't help but turn your gaze south, where the looming figure of Sky Pillar juts up out of the horizon like a spear. You passed by the island the tower was on sometime ago, and it has shown no great urgency in dipping over the horizon; you suspect it'll be visible for your entire time on this island, weather permitting. It's hard to really articulate the sheer scope of it, but it did remind you that Sky Pillar was the single tallest structure for the vast majority of human history, and it has only been beaten out in modern times by people with more money than sense.

It's still in the top ten, which isn't a surprise. Nine-hundred meters tall isn't exactly an easy benchmark to beat, even if you have high-tensile steel and extremely advanced construction methods.

Somehow, despite everything, it remains standing. Well, 'somehow' is probably not the operative term; the obvious answer is that the legendary Pokemon in Hoenn probably had something to do with it, but the point still remains. Islands have been literally scraped into the ocean and communities destroyed by the competing wrath of Groudon and Kyogre, and still, Sky Pillar remains standing and pristine, indifferent to forces powerful enough to reshape the world.

You turn your gaze north, then, to take in the distant, implacable white walls of Sootopolis' great crater, just visible beyond the rolling waves. Another mind-boggling feature; you haven't been to Sootopolis in person, and you knew on some level that those crater walls were mountain sized, but it's one thing to know that, and another thing to see it. Everything in Hoenn is so large, so... looming by comparison to things back home.

"That's the old Hoenn Archipelago lodge, isn't it?" Ceric asks, and you turn to find him pointing towards the ruins of what you assumed was a fort.

"That it is," Tshepo's voice rings in your skull, carrying a tone that tells you he's feeling expository. "This is Akia Island, one of the smaller 'major islands' of the archipelago, and the home site of the Hoenn Archipelago Ranger Lodge. It experienced a similar degree of exposure to Groudon and Kyogre's fight as Sootopolis did, but unlike Sootopolis, Akia is quite flat, and while it didn't drown as Sootopolis did, it had functionally no protection from the lethal weather. Virtually every structure on the island was flattened, and what wasn't flattened boiled in the rain and waves. The Union is currently rebuilding the lodge as fast as they can."

"So that's why the RUS Redeemer is here, then?" you ask.

You recall that Amadeo mentioned that he worked on tearing down this ranger lodge in particular, though the way he spoke about it made it sound like it was... well, a traditional ranger lodge - a building large enough to oversee the management of a section of a region, but nothing more - not something with the same footprint as a Kalosian shopping mall.

"Yes, and it won't leave until there's at least a standing structure, from what I've been told," Tshepo explains. "There's a great deal of work to do, and not all of it in rebuilding. That does make up the bulk of it, and it's why there's so many construction crews on site, but it is only one part of the process. This island used to host a fairly significant wild Pokemon population, but a near-totality of them died during Groudon and Kyogre's storm, and what was left over has been deemed non-viable to self-perpetuate. Additional Pokemon are being sourced - from neighbouring islands when possible, and when not, from breeders - to help repopulate its natural inhabitants. Others are working on breaking down the trees you can see, as the vast majority are dead, and are simply rotting upright after being sterilized by boiling water. Putting aside the falling risk they pose, they need to be removed as their dead canopies are preventing anything beneath them from growing to replace them."

Your eyes shift over to the trees again, and your mouth tightens into a line. You had caught how it looked... off, not matching up with what you've seen in other rainforests, but for all of that to be dead?

"How long until there's an actual rainforest sitting there again?"

"Years, at minimum. Depends on how many grass-type Pokemon are deployed to remedy the situation. I suspect it will be decades before the forests are truly healthy, and this place may never fully resemble the Akia Island I hold in my memories."

"You're familiar with the area?" Haywood asks, a little carefully.

Tshepo's response is a mental hum, soft and gentle. "I am. Noriaki was stationed here for much of his career, and though I am one of the later members of his team, this was my home for over a decade. I am loathe to see it this way, I must admit."

The conversation dips into silence, and you turn to look back at Tshepo, standing near one side of the ship, arms folded behind his back as he stares out towards the island. You can't say you're overly familiar with reading the expressions of the Slowpoke line, but you don't get much in the way of levity in his gaze. You find, instead, a great deal of hurt.

"But it will be rebuilt," Tshepo declares, and though the hurt doesn't leave, it blends with other emotions slowly rising to the surface of his face until it all alloys into what could only be determination. "And that is what matters. Life need not resemble the past for it to pave the way to the future, and I am excited to see what this island will look like in ten years. Now, putting my navel-gazing aside, we'll be docking a ways north from here, on a newly-built dock, and then you'll go on foot over to where the Redeemer is. There's a lot of traffic around the ship at the moment, so we can't just pull up next to it, especially not when we have our own vessel to handle."

"How long will that take?" Bai asks.

"Depends. Noriaki is currently discussing docking with the local operators, but if I had to guess... fifteen minutes or so. We can't exactly rush things, especially when we need a place to lay anchor for at least the day, probably longer. Clamperl's Luck needs some work done, after all."

By the time said vessel begins meandering its way towards the island proper, you've somehow filled your contacts with four new numbers. The event that spurs the exchange of contact information is Bai asking for Ceric's number, and your ex-classmate, being unable to read the mood, deciding to include the rest of you in it.

"East Orrians need to stick together, you know?" He explains with a cheeky smile.

At least Bai just looks more amused than anything else.



"Have a good break, you guys," you say, waving goodbye to the others as your group separates.

Ceric and Haywood both give you a pair of waves, before departing in roughly the same direction, falling quickly into conversation. Bai shoots you a grin and pumps her fist twice before departing, leaving Noriaki to give you a curt nod before walking away, followed closely behind by Tshepo, who waves one arm and gives you a warm smile.

The RUS Redeemer is bustling with activity, more than you've ever really seen before. Rangers, operators, mechanics and more move across the deck like a tide with a mind behind it, always careful to avoid catching you, but never having quite enough space to give you breathing room. There's a prominent drone of conversation that fills the air around you, almost enough to get lost in.

You take in one deep breath, then let it out.

With it, the tension of a long mission begins to ebb. You don't quite relax, you still have some work left to do, but you feel the first gasps of relief come over you.

You're on break. Your mission is complete. You have done good work.

You start forward, brain whirring with ideas. You'll need to head up to your room first, to finish your after-mission report, but then you can go and get a bite to eat and bring B.B. and Urchin out to give them a small meal. If you haven't been tracked down by your friends by that point, you'll go looking for them. Considering you've arrived a bit earlier than your ten day expected mission time, Shou and Suzume probably aren't back yet, but Gretchen ought—

BZZT.

You pause mid-step and nearly cause a traffic accident, swallowing a yelp as you swivel hard to avoid the crush of bodies. A second buzz drones out, and more than a little confused, you reach for your bag, pry it open, and haul your P★DA out from inside, which vibrates for a third time against your palm.

Careful to keep half an eye on the path ahead of you, you toggle your screen on and open your updates, tapping once on the Ranger Union icon when it appears in the taskbar.

Union network identified... Handshaking... Accessing wi-fi... Collecting updates... Updates acquired! You have three new notifications. Opening notifications...​

As the notifications appear, you take them in. Apparently, you've already been paid - that's quick - your mission has been logged as complete, and... and...

You... uh, have mail?

Opening up that notification, you find a brief blurb telling you that you have a single piece of mail waiting for you in the RUS Redeemer mail room, and to come pick it up 'as soon as you are available to do so'.

Which is doubly surprising, since you thought you might have, you don't know, gotten an e-mail or something through the Union app, not an actual physical letter or something. Staring at it for a moment, you check your mental map of the Redeemer, and realize the mail room is pretty close. It'd be ridiculous to go all the way up to your room, only to need to come back later, and by the sounds of it, there's probably not that much space for you to take your time on picking up your mail.

Stuffing your P★DA away, you decide your after-mission report can wait for at least the extra couple minutes, and make your way towards the mail room.

The trip doesn't take long, though you do briefly get stuck behind a line of people as a team of mechanics roll some giant piece of machinery out from a room before hauling it down a nearby hallway.

Once you find the mail room, you present your ranger ID, and after a moment of waiting, are rewarded with a cream-coloured, somewhat lumpy envelope, before being promptly kicked out of the mail room and thanked for being speedy in picking your package up.

Back out in the hallway, you turn the envelope over in your hand, and stare in even more abject confusion at the cover.

Why on earth are you getting a letter from Ula'ula Island, Alola?

You wrack your brain for a moment, before noticing you're holding up some traffic in the hallway and quickly make yourself scarce, starting to walk towards your room. You come up empty, of course, because the number of Alolans you've met can be counted on one hand with room to spare.

You check the cover again, struck with the thought that maybe you've gotten someone else's mail accidentally. Except, written in plain Galarian, is your full name.

Okay. So.

Maybe it's a new kind of scam? There was always those 'Unovan prince' scams that were a big thing back in the day, you know. But then why you? And how do they know your full name? You're pretty sure the Union hasn't had a massive data leak, and even assuming they did, what precisely is someone going to scam out of you?

What, do they want to extort you in raw Magikarp?

Curiosity getting the better of you, you slip your thumb into the envelope and pry it open, fishing out two folded-up letters and a small cloth bag with something hard and the size of your thumb inside of it.

...This makes even less sense.

Unfolding the first of the two letters, you're met with childish sprawl in glittery pen, written in crude, if legible, Galarian.

Deer Dear Kylee Parsons,

Thank you for saving Big Papa. He is big important to me and my family. We were very afraid for him when he disappeared, and thought we lost him forever.

I am upset about how long this letter took to be sent. I wanted to thank you the day he came back, but daddy said your boss is protective of your identity, so it took extra weeks. It is sent now, though, so I am pleased.

I wanted to send you a cookie, but that is not allowed. I do not like that.

Thank you. I am very happy Big Papa is okay.

From Ahulani.

Staring blankly at the letter and still feeling very confused, you open the other letter, in hopes this one might actually provide answers. This one, at least, is written in regular black pen, with a careful enough hand to be much more legible. That said, it's not quite good enough to hide that whoever wrote this almost certainly doesn't know Galarian all that well, if at all; it's printed, copied and traced, more so than written. Why do they always draw some of the vowels so weirdly? Whatever, I'm getting distracted.

Salutations,

Thank you so much for bringing Big Papa, my family's Muk, back to us. I run a Muk ranch on Ula'ula island with my extended family; Big Papa was our first and main Muk, and is our herd's main stud. He's been cleaning up trash for nearly ninety-seven years now, and it was a tremendous loss when he went missing during a storm that was created by Groudon and Kyogre that hit Alola. We assumed he was dead, so you can only imagine the shock we got when the Union contacted us and passed us back a pokeball with him in it.

It took my family a while to collect out bearings and realize we needed to thank you, and it took even longer to find a way to send you a thank-you letter. The Union is understandably wary of giving out personal information, and the most I know about you is your first and last name, coupled with your first language. I hope the Galarian in this letter is fine, I'm having Luke (an employee from Unova) help write this. I sincerely hope this reaches you, wherever you are, as the Union has vouched it will.

Big Papa was originally caught by my great-grandfather and he got our family started, first by cleaning ocean trash, and later, once we ran out of that, focusing on recycling trash coming out of Ula'ula island. Big Papa has sired hundreds of Grimer, and has cleaned up more trash than I think anyone is really capable of comprehending. He is not just a loving partner to us at the ranch, but a figure for our entire family.

So again, I can only thank you again. You have done us a considerable boon, especially when we had resigned ourselves to having lost him.

With this letter you'll have received two other things: a letter from my daughter, Ahulani, and a small cloth bag with a piece of mukstone in it. For the former, Ahulani spent several weeks learning as much Galarian as she could to write that from Luke's son, so please excuse the spelling errors, she's six, if determined. It might not come across in there, but by saving Big Papa, you also saved a part of her. She was nearly inconsolable when he was lost, as Big Papa has bonded with her more than anyone else since my grandfather passed away. Reuniting the two has rekindled my daughter's fire, and for that, again, thank you.

As for the mukstone, its been treated so it's safe to handle, though don't let anyone ingest any part of it, as it is extremely toxic. We generally sell any shed mukstone produced by our herd to battle companies, as they can be refined into poison aura-boosting held items which are legal for competitive battling. When we cleaned off Big Papa, he shed a few of his 'teeth', and we reserved the biggest one for you. The teeth are considered the best stones by some, though to give you a bit of insider information, they're literally all the same. It's our way of showing our thanks to you; you can get it refined for fairly cheap, I think, by artisans, or you can keep it as is. Whatever you do with it, I hope it remains a reminder of the people you've helped.

You have my entire family's gratitude, sincerely.

Smile wide,

Ikaika, owner of the Mile Muk Ranch.

PS: If you're ever in the area, come visit!

Opening the bag, you find an alabaster shard of Alolan Muk sitting inside, and can't help the smile from emerging on your face. Confusion is replaced by something warm, heady, and satisfied.

You helped someone enough to go to the Union and request they send the person who helped them a letter. You... just.

It's a lot, you take a moment to just walk and breathe and process. It's a lot, but a good a lot.

Looking up from your letters and the little bag a few moments later, you discover you've, somehow, managed to find your way to your room while reading and processing. Tucking the letter under your arm, you slot your key into the door and pop it open, stepping inside.

There's evidence of Gretchen being around, if not currently present; a messy bed with a book laid on top of it. She'll be around when she's around, you think, but for now, you have work to quickly finish.

Nudging the door shut behind you with your foot, you shuck your vest off and toss it on your bed before retrieving your P★DA from your bag and summarily stuffing said bag into your locker. Then, with everything in hand, you make your way over to your personal desk and sit down, pausing to place your letter and new memento on the desk next to you, before opening the Union app and starting a new report.

Then, you get to work.

Even distracted by thoughts about what you'll get up to, and the heartwarming gift you've received, you manage to finish your report fairly quickly. It helps significantly that, unlike Reedpier, your time with Noriaki is not some tangled string of cause and effect and extrapolation, but rather a simple we did this here, this is what I observed, and this is how I observed it. You do end up needing to pull up a map briefly to cross-reference, but between that and the notes you took, the words come easy, and you send your report off after a few checks to make sure it's comprehensible and nothing is out of place.

Once the app confirms it has the report, and thanks you for it, your impatience wins out and you quickly switch over to your texts, firing off one to each of your friends, touching base, telling them you're back, and asking what they're up to.

The first to reply to you is actually Suzume, and it comes what feels like mere moments after you text her.

New Message(s) from Suzume!
Hey Kylie!! GJ on the mission!! I'm still on mine, but we're expected to finish on schedule, and I'm wrapping up the last of it now.

At the latest, I'll be back tomorrow evening, but expect earlier. Met a lot of cool Pokemon!


Immediately following her is Gretchen's reply, which appears so quickly after Suzume's you accidentally swipe it away and have to go into your messages to pull it up.

New Message(s) from Gretchen!
Hey-o, welcome back. I'll be up to our dorm in fifteen minutes or so—I was out with Glow for a walk.

Seems like our mission ending times matched up finally, since I arrived back here only a few hours ago. Touch base once I get back onboard, kay?


Shou's reply takes a few more minutes after that.

New Message(s) from Shou!
Good work, Kylie.

Unfortunately my mission is likely going to run late. Our team has discovered that upward-migrating, subterranean Onix and Steelix are the reason for the sinkholes, and we had to expand our operations beyond just managing the Aron-line movement in the area.

The going theory is that the Onix and Steelix have been displaced by all the additional geological activity Groudon set off. Regardless, dealing with a mass migration of naturally blind and very confused Onix and Steelix who are completely unfamiliar with humans or being above ground is something of a task. Especially when you have to also deal with the Aron, Lairon and Aggron they are displacing at the same time so they don't end up destroying something.

We're starting to finish up now, but there's still work to do. Expect me back at the earliest the day after tomorrow, possibly later.


Staring down at your P★DA, you cannot help but think Shou has some profoundly rotten luck.

Leaning back in your chair, you puff your cheeks out, and start thinking about your plans for the break.

Partially-Refined Mukstone acquired!​

PARTIALLY-REFINED MUKSTONE
A piece of hardened, ceramic-like stone produced by Alolan Muk. Yours is roughly the size and shape of your thumb, and has been treated with chemicals to make it safe to handle, though putting any amount of it into your body (or something else's body) through any means is inadvisable, due to its extremely high toxicity.

While the fragment you own is unable to benefit anything holding it, an additional refinement process will bring out the material's innate aura-bearing properties and help empower poison-type attacking moves when held, though you'll have to find someone who can do so. Mukstone is one of many byproducts routinely collected by battle item manufacturers for use in held items, though mukstone is generally more expensive than the common sources, such as aura-infused Toxapex spines, due to its relative scarcity.​

New restrictions have been added to move learning, though they won't necessarily impact you. Learning an attacking move is now gated behind its related mastery rank (physical or special attack) and to learn higher-tier moves, you have to have a higher mastery rank. Status moves do not follow this system, and can be learned regardless of mastery rank. This system replaces the old one, which gated moves based on evolution, though it does still roughly correlate, even if this new system does let you 'punch above' the prior expected power level if you specialize. You still need to learn weaker moves first, if this wasn't clear. That remains the same.

The new mastery-move system is as follows:

Basic moves (such as Water Gun, Bite, Tackle, and so on) can be learned at any mastery rank.

Common moves (such as Water Pulse, Thief, Quick Attack) can be learned at the average mastery rank.

Advanced moves (such as Surf, Crunch, Body Slam) can be learned at the advanced mastery rank. I know I haven't gotten around to filling this part of the move list out yet, but as of right now, the only one B.B. can learn is Surf, so I feel safe letting you all have access to it.

Elite moves (such as Hydro Pump, Fire Blast, Giga Impact) can be learned at the master mastery rank.​



Akia Island is tagged with Mobile Headquarters, Bored Rangers and Worksite.

Mobile Headquarters: Everyone on Akia Island is currently living off of the RUS Redeemer, as the island has been completely demolished otherwise. As a result, there is a distinct absence of regular, city or town amenities. You will be unable to use shopping options, and your other options will have restrictions placed on them due to venue.

Bored Rangers: With nowhere to go, a lot of rangers have found themselves with not a lot to do, and the operators have jumped on the moment, fearing the worst if they let the muscle of their organization get any ideas. Rangers will be hosting a variety of activities, including local, casual Pokemon battling tournaments, seminars on local ecosystems, and even a few potlucks, if you feel so inclined.

Worksite: Akia Island is under construction, with the rebuilding of the Hoenn Archipelago Ranger Lodge well under way. While the majority of this work is being handled by hired contractors who know what they're doing, there is plenty of additional work to go around. In addition, with the island in the state that it is, there's plenty of space to go for walks and hang out in the open air.​

You also have one additional modifier:

Shousn't: Shou's return to base has been delayed due to complications in his missions. He will arrive, at the earliest, in the last half of your time off. Subsequently, he may only be invited to at most one activity, which will take place near the end of your break.​

You have 7 AP and will not be expected to use funds this interlude.

Each option costs 1 AP, and they are as follows:

Training:
[Max of 2 AP spent per Pokemon, up to a total of 4 spent on training.]
[ ][Training] Teach B.B. a move
-[ ] Specify the move


[ ][Training] Teach Urchin a move
-[ ] Specify the move


[ ][Training] Make a variant move
-[ ] Specify the Pokemon + move
--[ ] Specify the changes
--[ ] Give the variant a name (e.g: 'Bubble Mine', 'Ember Flurry', etc)

Leisure:
[1 free activity]
[ ][Leisure] Hang out with a friend
-[ ] Specify who

Doing this may open up options to deepen your relationships, and if not, provide insight into the minds of your friends.

[ ][Leisure] Take part in a casual battling tournament
-[ ] (Optional) Invite someone (write in) to join the tournament with you

This will be a battling tournament following the singles format, with contestants matching the number of Pokemon they can use with their opponent, assuming the opponent has fewer than they do. No prizes will be available, but you'll get some experience and have fun.

[ ][Leisure] Take a seminar...
-[ ] On local Hoenn ecosystems
-[ ] On Team Magma, Team Aqua and criminal teams
-[ ] On legendary Pokemon

Going to one of these may give you information that will be helpful in the future, helping you resolve issues in missions. This will also be a lore-heavy option, if you're interested in that. You can take this leisure activity multiple times, if you desire.

[ ][Leisure] Find out the Hidden Power type of your Pokemon
The ship's nurse team is offering this as a novelty for people onboard, probably so rangers will stop pestering them. Move not included.

[ ][Leisure] Explore Akia Island
-[ ] With someone (write in)
-[ ] With only you and your Pokemon

Sure, a lot of it is dead, but there's still plenty to see and explore. There's presumably rangers out there working, there's the construction site to see, and more. You might also catch glimpses of the remnants of the island's Pokemon.

[ ][Leisure] Spend a day working off some stress
-[ ] With or without someone (write in)

You'll schedule most - if not all - of a day to go and get some significant exercise in, in pursuit of working through some things. You can take a jog on a beach with your Pokemon, help provide enrichment to bored fighting-type Pokemon, and work your body until it burns. You may take a single friend along if you desire, though no more than that. You'll be exhausted by the end of it, but you'll probably feel better.

[ ][Leisure] Meet up with an acquaintance
-[ ] Who?

Doing this may turn an acquaintance into a friend. Anyone you've worked with on a mission before is fair game, and you can assume they'll be available during your break.

[ ][Leisure] Take part in the local potluck
-[ ] Alone/With friends
--[ ] List who
-[ ] Write in what you'll bring

Feel free to write in even absurd food ideas, the culinary tradition of the Nealfolc is mostly undefined, and you can help shape it here.

[ ][Leisure] Go to a nighttime bonfire with your friends
Suzume and Gretchen are both guaranteed to come, while Shou won't. Booze and a big ol' stack of burning logs on a beach does promise fun, though.

[ ][Leisure] Video call your parents
...It's probably not a bad idea, honestly. You haven't actually spoken to them face-to-face since you arrived in Hoenn.

[ ][Leisure] Talk to Noriaki about recruiting a psychic-type Pokemon
Locked for 1 more mission.

[ ][Leisure] Participate in Mantine racing
-[ ] With or without a friend

A gaggle of rangers and operators have helped set up a tournament, where you'll ride a Mantine around a few small islands and see who can do it the fastest. The prize? Bragging rights.

[ ][Leisure] Write in
If there's anything else you can think of which matches the restrictions of this venue, please feel free to include them.

Please arrange your vote as a plan that looks something like this:

[ ] Plan: Example
- [ ][Free Leisure] Choice 1 here
--[ ] With company
---[ ] Blorbo from my shows
-[ ][Leisure] Choice 2 here
--[ ] Without company
 
Last edited:
d.2
Vote results

Quick summary:
[X]Plan Leisure and Adrenaline won with 25 votes.​

Sitting there, mulling over your options, you can't help but recognize that, despite the restrictive location, there is plenty you could get up to over your break.

You know you want to get some training done, which is easily pursued thanks to the availability of open space on the island. You're thinking a utility move for B.B. - you're considering a few at the moment - and for Urchin to pick up Aqua Jet. From what you've read online, it's an unconventional choice for a Mareanie, and will be harder to teach her, but it'll get her in and out of range of opponents, giving her more versatility on the battlefield while shoring up one of her weaknesses.

The seminars are another activity that draws your attention; there's a part of you that wants to pursue all of the ones you saw available, which leaves you rather torn on which to go to, given you have to be reasonable about that.

That said... not all of the ideas circling around in your head are made equal, as evidenced by the baffling insistence that you take every single person you know to go Mantine racing. It's a bizarrely intrusive thought, refusing to balk even under the well-reasoned argument of that's not how these things work, and your brain responds instead by making you imagine what you'd have to go through to drag B.B. and Urchin onto a ride as well.

Nobody shall be spared from the Mantine races, so says your lizard hindbrain. The more rational, reasonable, and now quite exasperated rest of it insists, no, that's not happening, yet despite that, you can't quite banish the mental images from your mind.

It makes you think you might miss Angus more than you thought you did.

It's a sobering thought. Angus is your mother's Pokemon through and through, but he is also your childhood pet and you spent a great deal of time with the Mantine as a kid. Sure, you never battled with him, but you have seen countless photos of a much younger you - face scrunched up and intense, as it was for basically the first fourteen years of your life - holding onto Angus' wing with one hand.

Apparently, Angus took a real shine to you, paternal instincts blooming. When you were quite young and out at sea, Angus acted as your minder, ensuring you never toppled overboard or got into places you shouldn't be. On land, he did the same thing, if not as judiciously. From what you understand, he tolerated a great deal of grabbing, tugging, and general toddler nonsense.

Thinking about your floppy childhood pet brings you around to one reality you can't quite avoid: you... really need to call your parents.

Properly, this time. Not send them a message that'll be hours old by the time they get them, not send them a text, or anything like that. A face-to-face video call, where you can talk and respond in the moment. It has been quite a while since you've seen your parents or spoken to them, and you can't help but feel as though you've been a fairly negligent kid as a result.

You suppose you got really caught up in Hoenn, in the new things you could find and the people you could help. It's important to remember you have a family back home, waiting for you and very interested in how you're doing.

Thing is, Orre is seven hours behind Hoenn, which means it's currently two in the morning over there. You can't exactly call them right now and expect them to be impressed, but what you can do is leave a message to set up a call for later today, when hopefully you'll all be free.

Plucking your P★DA from the desk, you do exactly that, firing off a text. As you do, the rest of your plan for the break slots readily into place, as though it was all simply waiting patiently until you got this done to present itself.

Your mind works in mysterious, partially guilt-driven ways, it would appear.

Leaning back in your chair, you eye the 'sent' indicator on your texts, before letting out a long breath. Rising to your feet, you stretch your arms above your head, then reach for the pair of pokeballs hanging on your hip.

"Right," you say to nobody in particular, "let's get comfy."

Twin torrents of light herald B.B.'s and Urchin's emergence into the material world, bodies snapping into existence out of the plume of energy. B.B. jolts as he emerges, head snapping around, but recognition soon settles into the creases around his eyes. Urchin squawks once, announcing her own arrival, and slaps the floor a few times before scuttling over to your boots, gurgling.

It takes them both a moment to fully parse their situation, but when they do, you see happiness settle over them. B.B. in particular relaxes measurably, and after a few moments of soaking in the sight, sound and smell of a room he's genuinely grown to be familiar with, stomps his way over to the bunk beds and quickly ascends the ladder, hauling himself up onto your cot.

B.B. doesn't mind sleeping in his ball, but he enjoys sleeping outside of it more, in your experience. Before he evolved, letting him sleep alongside you was pretty easy, given that even a large Whismur is not a particularly large critter. The only times he's really been forced to sleep in it was at ranger school, where the policy was that no Pokemon could be out past curfew, a policy that was applied to every Pokemon that wasn't sapient or important for someone's health - like that girl who had a Growlithe which would alert her if she was about to have a seizure - as well as this last mission.

Clearly, he's missed being able to relax in a private space outside of his ball.

Clambering deeper into your cot, B.B. pauses, about to pull his legs fully in, before turning to look at you. His mouth puckers a bit, and he kicks his boots impotently into the side of the bunk bed's frame, a wordless request.

You sigh fondly. "Yeah, I guess tracking dirt into the sheets wouldn't be ideal," you concede, stepping towards B.B. - Urchin still attached to your ankle - and reaching out to quickly pull his feet free of his boots. You doubt he's thinking about the mess he'd make with the boots in there, just that he'd be more comfortable with them off, as opposed to on, when laying down.

Once both are removed, B.B. makes a pleased rumble and crawls completely onto the cot, curling up into something of a happy pile.

You take the moment to peel off, crack your locker open, and toss his boots inside for later retrieval.

"Mar!"

Glancing down, you find Urchin has departed from hanging onto your boot and is now staring up at the ladder. She glances back towards you, a tilt of her head, before reaching one tendril up, wrapping it tight around the first handhold on the ladder, and begins to rapidly scale it.

It is, you have to admit, both an impressive and deeply funny thing to watch. Mareanie are very stable when on the ground, and they're even fairly good at climbing, as evidenced by how quickly Urchin is making her way up the rungs. That said, climbing - at least on land - is not a particularly natural form of locomotion for the species, and that's because a good deal of a Mareanie's weight is in their trunk. The species really wants to have their trunk pointed directly down from their head, regardless of the angle their head might be at, but climbing something sheer and vertical like this doesn't really give them an opportunity to easily do that.

Instead, her trunk is left to hang off-centre as her tendrils haul her all the way up the ladder, occasionally thudding against the metal as it passes.

And because it takes her all of about eight or nine seconds to clear the full length of the ladder, it sounds like she managed to tumble out of a tree and hit every branch on the way down.

The noise has mustered a response out of B.B., who has since cracked one eye open to level a stare at Urchin. Urchin, having mastered Mount Bunk Bed, is busy glancing around raptly, and isn't paying him much attention. A few weeks ago, you'd be on the look out for B.B. swinging a foot to kick her off of the top bunk out of annoyance, but now, after a moment to confirm it's Urchin, B.B. just shuts his eye.

Urchin trots over to a space next to B.B.'s feet, does a few spins in place, then settles down into a pile of loose tendrils.

Shutting your locker, you wander over to the desk, pick up your P★DA and the cloth bag with the mukstone, kick your boots off, and go to join them.

Now, your bunk is not meant to contain a person, a Loudred, and a Mareanie all at once. In fact, you would argue it's barely qualified to contain a single, regularly-sized adult woman, and you can't help but feel a pang of sympathy for someone like Gunvald, who you suspect is tall enough to make sleeping in one of these uncomfortable.

Saying that, though, with Urchin keeping her spines in, and B.B. remaining tolerant as you nudge him around and get him to curl up a bit more, you do find a way to just barely fit.

Once you're up there, your body goes delightfully loose and relaxed. You let out a great, gaping yawn, let your thoughts finally wander away from work and other difficulties, settle into the feeling of B.B.'s warm body next to you, and listen to the occasional gurgle from Urchin as she relaxes.

The sun peeks in through the one high window in your room, casting a narrow, but nonetheless warm band of yellow across the bunk beds. You could almost nod off like this, if not for the fact that your mind is still quite active.

B.B. hikes one leg over yours, head lolling further back and breath coming steadier, with the occasional snort, a sign of contentedness. Urchin tweets once at the feeling of the motion, before going back to her gurgle-filled quiet.

You love your team.



By the time the door to the dorm rattles, you're in the middle of reading through an article on Muk farming in Alola.

Turning your head to the side, careful not to move too much given B.B.'s half asleep and half on top of you, you watch as the door pops open, and Gretchen steps inside, followed by a spry-looking Glow.

Your eyes meet, and Gretchen shoots you a grin.

"Kylie! Welcome back!" she greets, ushering Glow the rest of the way into the room before letting the door swing shut behind her. B.B. stirs lazily on top of you, briefly craning his head around to look at Gretchen, recognize who she is, then drop his head back down, letting out a noisy huff. "How'd your mission go?"

"Honestly? Pretty good," you reply, giving her a warm smile in return. "We had a run in with several Gyarados, but we were never in a huge amount of danger or anything. It got me thinking about the state of Hoenn's oceans, too, and I got to see how they're healing. Things are improving out there, even if it does look pretty bad, as far as Magikarp go. The only injury I took was when I fell in the middle of a storm and hit my ribs on a lead weight on the way down."

Gretchen winces. "Are you okay?"

"Yup. Tshepo - a Slowking who was on the mission with me - healed them for me, and now there's barely even a bruise," you confirm. "Altogether, I feel honestly pretty satisfied with what we did and what we accomplished. What about you? How'd your mission go?"

"Well..." Gretchen starts, scratching her head. "I got a lot done, but it was some of the most difficult, back-breaking work I have ever put myself through. I need to simplify and gloss over a lot to explain how I ended up where I did, but to condense all of this down, from the start I've been mainly working in areas preparing to be drained out, handling disturbances and Pokemon in those areas, to ensure we didn't cause undue harm. Early on, this meant I worked with everyone, because Sootopolis wasn't even visible above the water, but as we increasingly lowered the water level, I ended up being assigned to areas that should be draining, but weren't. This ranged from areas in the city where buildings were tight enough together that debris clogged exit points, leaving standing bodies of water, to cave systems that weren't draining properly. This week ended up being particularly rough, as I had to deal with a complex cave network in the 'rim' surrounding Sootopolis; normally, this area would be occupied by a lot of native species, but most of them died, and what didn't was still panicking and trying to survive in a depopulated underground ecosystem. The long and short of it was that I ended up spending a lot of time dealing with super-hostile wild Pokemon, whether confronting them and defeating them so they could be moved elsewhere, or sneaking around them."

You whistle. "That sounds like a lot, but you got it done?"

Gretchen nods firmly. "I did. This was actually my last mission at Sootopolis; we've reached a point now where there's not a whole lot of work left for rangers of my rank. There's bigger threats I was made aware of, like an ancient Aggron who is refusing to relocate, but that'll be handled by rangers qualified to do so. Other than that, most of the work now is draining off the last of the water and starting the unenviable job of scraping the several feet of sediment off of Sootopolis. They're starting work on rebuilding infrastructure in the next few days, but the bulk of actual repairs and moving people back in is going to be a few months."

"Any idea where you'll go next?" you ask, curious.

"Not a one."

You laugh. "We're in the same boat, then."

"I'll have you know, the RUS Redeemer qualifies as a ship," Gretchen needles mischievously. "To think, you marketed yourself as a naval expert!"

You flip her off, she laughs.

"Enough work talk," Gretchen decides with an air of finality. "What's your plan for the break?"

"Well... I want to go to one of the bonfires with you and Suzume, when she gets back," you explain. "I also want to bring Shou along for a potluck with you and Suzume. Shou isn't going to be back until later - his mission's been prolonged due to an expanded scope - so, if you and Suzume come, it'll give you time to figure out what food to bring if you want to bring some."

Gretchen beams, a near-blinding smile. "I was actually hoping I could convince you to go to one of the bonfires, since it sounds great. Suzume hasn't indicated to me she'd be opposed to something like that, either, and I think with the two of us going, it's a sure thing. As for the potluck, I can't see why I can't come; I've got a few recipes I could trot out, though it'll be nothing fancy; don't expect Kalosian cooking, expect cooking by a Kalosian. I had a cook growing up, and he taught me a fair few recipes when I got into cooking, but I'm nowhere near as good as he is. Anyway, are you just going to take the rest of the day to relax? You look comfy up there."

You wiggle a foot in her direction. "Maybe for an hour or two, but then I'll haul these two stinkers up to get lunch, before making a stop over at the on-vessel clinic. I saw they had posters, saying they were offering free hidden power tests, and I wanna see what my Pokemon will get. It'll be a nice diversion, I think. 'Sides that, I'll probably have a call with my parents sometime in the afternoon. Couldn't tell you when exactly, given I don't know their current schedule, but we've got seven hours of difference between us, so it probably won't be for a while."

Gretchen's smile quirks wider, and she makes her way over to her bunk, reaching for her book. "I'll come along for the lunch and the hidden power testing, if you don't mind?"

"Hey, the more the merrier. I figure I should get it done now, rather than later, considering how many people will want to give it a try."



Stepping forward, you find yourself greeted by a smiling member of the clinic's staff. "ID, please."

You hear the request echoed to your right, where the line behind you separates into two, and Gretchen, having been next to you for the entire twenty minutes it took to get to this point, has stepped up to the other staff member.

Your instincts are, as always, impeccable when it comes to estimating the length of lines you'll have to deal with. They're less accurate elsewhere, but for this you might as well be an oracle.

Reaching into your pocket, you fish your wallet out, and then pass over your ranger ID, the clinic staff taking it.

As you wait on her, you spare an eye over your surroundings.

The clinic on the RUS Redeemer is big, one of the largest open spaces you've seen in the vessel. It's long, maybe two to three times as long as it is wide, and it's covered in a network of complex machinery, pipes, wires and other things that look mighty unwise to touch, snaking across the ground, up the walls, and feeding into various pieces of technology. The floor is sterile white tiles, while the ceiling is plaster tiles, and the walls are an off-yellow, with white lights recessed into them at regular intervals.

Leading down the length of the clinic are... you don't actually have the right word for it, but cubicles of a sort, made up of curtains attached to circular rail networks, allowing for private spaces to be created without needing rooms. Each set of curtains is a different colour, and there's about eight of them all told, situated on either side of an open path that's occupied by a good number of people. Behind those curtains is a more open space, with doors leading into actual rooms, possibly surgical rooms, if you had to guess.

Directly behind you is a waiting space, consisting of a few benches pushed up against the walls and some tables with magazines spread across them. Only a few people are sitting on the benches, while the bulk majority of people remain in the line that you just escaped from. The waiting area is barely a fraction of the entire length of the space, maybe a sixth if you had to guess, and is separated from the remainder of the room by three desks, two currently being used for the hidden power testing, while the last is for the rest of the clinic's work.

"All good!" the clinic staff announces, pulling you out of your thoughts. You turn to find your ID waiting for you, held outstretched, and you take it and return it to your wallet. "Would you like to have both of your Pokemon tested?"

You shoot her a smile. "I would."

"Alrighty, then! Please head over there, if you could," she requests, gesturing to one of the curtained-off areas, this one red. You spot Gretchen slipping into a green curtain a short distance away, and jolt into action.

Shooting one last smile towards the clinic staff, you bow your head and make your way over to the red curtains, circling around until the wall of cloth opens slightly, and then slip inside.

Waiting for you in there is a tall, hollow, vaguely egg-shaped machine and a man in a lab coat. The man is about your height, with dark green hair, tired grey eyes, and a beard of stubble that is distinctly reminiscent of a bush in the weeks after a drought. His hair has enough gel in it to make it look vaguely geological in nature.

"How many Pokemon?" he asks, the drone of his voice implying he's asked this question so many times at this point that the words have all stopped meaning much of anything.

"Two," you say, plucking both of the pokeballs off your hip. The clinic didn't allow Pokemon to be out in the open until otherwise specified, so B.B. and Urchin had been packed away after eating their lunch. Hopefully, the food they're digesting will make both of them a bit more relaxed in an unfamiliar space.

"Are either of your Pokemon too large to fit into that machine? If you feel like it's close, they're probably too big. We have other methods to test this, the machine is just the quickest," the man continues, pointing towards the egg-shaped machine.

Considering you could stand inside of it with plenty of room to spare, you think you'll be fine. "Nope, we're good."

The man nods once. "Alright, here's the preamble I give to everyone: this machine, upon activation, will sample the aura of a Pokemon inside of it, run tests on it, and then spit out what the hidden power of your Pokemon is. The machine is extremely accurate, if not technically infallible, with its accuracy only dropping in the face of extremely powerful Pokemon. If that happens, I'll know, and I'll tell you, but it almost certainly won't. The machine is a bit loud when running, but it only runs for a handful of seconds on average. With all of this said, be prepared for a strong likelihood of your Pokemon sharing their hidden power type with one of their base types; it's the most common. Hidden power type is the same as 'tera type' over in Paldea, so if you ever go there, that type will be what your Pokemon converts to if they are ever affected by the regional phenomenon. Any further questions?"

"Nope."

"Good. Bring your first Pokemon out, please."

You tuck Urchin's ball into your other hand, before popping B.B.'s open, depositing your Loudred into the space in front of you.

B.B. glances around, immediately recognizes this as something vet-adjacent, and shoots you a look of mild alarm.

"Hey buddy, it's okay. We're just here to check out something cool," you explain to him, hoping your tone will convey he's not here to get poked and prodded by a vet.

It does, thankfully; B.B. huffs, a little annoyed, but no longer looks to be considering his escape options.

"Please escort your Pokemon into the machine," the man drones.

Stepping forward, you gently nudge B.B. a few times with your hand, coaxing him forward. He is, understandably, rather wary of putting himself inside of the machine, but after some more insistent poking and prodding, B.B. is eventually herded into standing inside the machine.

The man looks on with something like very, very mild amusement, the whisper of it. It doesn't last longer than a few moments, and when it's gone, he steps over to a table with a laptop on it, leans down, and taps a few keys.

The machine whirrs to life, some lights flickering on. The noise it makes is a heavy, chest-deep purr, like the roar of industrial fans as heard through several walls of plaster. B.B. startles, glancing around, but when he sees you're not on edge, he settles back down again.

It takes a few more moments of loud rumbling, but eventually, the noise peters out. There's a sharp beep from the laptop, and with that, at the top of the egg-shaped machine, an indicator light flares to life, glowing a bright, near-incandescent purple.

The man in the lab coat clears his throat. "All done. Congratulations, your Loudred's hidden power type is dragon. That's fairly rare, about as rare as dragon-type Pokemon themselves are."

"Does that... do anything to or for him?" you can't help but ask.

He shrugs. "There's certainly correlation between hidden power type and certain behaviours, habits inherited through aura and all that, but frankly, he is who he is now, and knowing that he has dragon-type hidden power won't change that. It might contextualize some of his behaviours, or it might not. The impact is limited, from all available evidence; quirks and oddities, sure, personality-defining, no. Next Pokemon?"

Well, fair enough. You coax B.B. out of the machine - which he is more than eager to go along with - before retreating him back into his pokeball and sending Urchin out.

Compared to B.B., Urchin has no problem being coaxed into the machine. If anything, she is all too eager to get in there, and you spend a moment reining her in to ensure she doesn't start licking the interior to see what it tastes like. Once you're sure that's not about to happen, you step away and give the guy another nod.

The machine lights up, whirrs - Urchin singing along as she is seemingly obligated to do - and, after a few moments, dies down. The light on the top of the machine flicks on for a second time, this time with eye-aching blue, as opposed to purple.

"Water-type hidden power," the man announces with a shrug. "Like I said, it's the most common for Pokemon to get hidden power types which are shared with their base types."

Well, it's a little disappointing to hear you don't have two Pokemon with wildly distinct hidden power types, but you're not especially upset about it. Water fits Urchin, you think, with her free-flowing nature and desire to get into any and all narrow spaces she can.

"Thanks," you say to the man with a nod before retreating Urchin into her ball. You receive a wordless grunt in reply, and leave the same way you came in.

You find Gretchen waiting for you over by the door leading out of the clinic, a wry smile on her face.

"So?" she asks as the two of you step out into the hallway.

"Dragon for B.B., water for Urchin. What about you?"

"Ice for Glow."

"Huh."



You sit at your desk, watching your P★DA as you wait for the call to come in.

Your room is empty besides yourself, B.B. and Urchin. Gretchen is off doing something to give you some amount of privacy, after you told her when the call would be happening.

It's not time yet, won't be for another several minutes, which gives your mind the opportunity to wander, counting the seconds as they pass.

You understand, on some level, that your family is rather big compared to other people. You have four aunts and a total of eleven cousins, all of which come from your mother's side of the family. Your father's parents and elder sister died during the civil war, when they went to try and find work in west Orre and got caught up in the massacre. Your father was left behind with his grandmother, too sickly to travel, and she raised him until she died too, when he was around sixteen.

Your father met your mother at around this time. Your great-grandmother had friends who helped get him a job working for your mother's father, Odagh, on his ship, and your father bonded with your mother over years of work out at sea.

Returning back to your aunts, there's Egria Parsons, your mother's younger sister, and the youngest of the five siblings. She has two kids, Zach and Valun, though you don't know them all that well. Your mother and Egria, after apparently spending most of their lives at each other's necks, made a mutual agreement to just... not engage with each other. Supposedly, they haven't spoken since they were both in their twenties, around the time your grandfather Odagh died.

It's... honestly not the most unhealthy relationship in your family, unfortunately.

Your mother is the next oldest of the sisters, so skipping over her brings you to the middle child of your aunts, Symber Parsons. Aunt Symber has been a distant figure in your life, but not in a bad way; Symber just... isn't particularly social, and shows her love in quiet ways, while making sure her own personal limits are respected. Symber has two kids, Randall and Beyell, who are very similar to her: quiet, focused, but honest and warm. They're some of your favourite cousins, and are the closest thing you had to an elder sibling at some points, as they were one of your parents preferred babysitters when it rarely came up.

The second eldest of your mother's sisters is Veness Parsons, who took it upon herself to really get into business as your grandfather needed someone else to take over.

You know how you mentioned there was something more unhealthy than a mutually-agreed-upon truce of not speaking to one another? Veness is the reason for that.

There's no easy way around this, so you'll put it in plain terms: Veness is sketchy as hell, and the rest of the family keeps her at arm's length as a result. She gets up to things she really shouldn't be, she's been involved in stuff that is not just dangerous, but honestly also really unflattering to who she is as a person. You've seen Veness act in bad faith whenever she can get away with it, including to other members of your family.

Veness has four kids, the most out of your aunts: Ozzie, Brant, Andos and Inda. They're not reflections of their mom, from what you understand, but you don't meet them much, as Veness isn't exactly super popular in your family after her big screw-up several years back, and Ozzie in particular is often straddled with the unenviable job of cleaning up after her mother's messes.

Finally, the eldest of your mother's sisters is Laine Parsons, and your favourite aunt by a fair amount. She's the family mediator, smoothing out wrinkles and frustrations between people, and is part of the reason why there isn't an ongoing cold war between your mom and Egria. She's given you nuggets of wisdom all throughout your life, and you know her both as incredibly funny, and incredibly pragmatic in the face of disaster.

She's held your family together, and basically everyone, even Veness, loves her for it.

Aunt Laine has three kids: Satica, Laurent and Pearl, and you know all of them quite well, even despite their age, as they visited your family more often than anyone else. Satica is cool, suave, and incredibly into bug-type Pokemon, while Laurent is big into battling. Pearl is the closest to your age - barely three years older - and she shares your love for hiking and outdoor activities, though you could never get her to come along for cave spelunking.

Everyone in your family fishes, though some family members do things differently than others.

Your P★DA lets out a soft, tinkling chime, and your eyes jump over to it. There, waiting for you, is a call.

Reaching out, you swipe to accept it, and make sure you're at a good angle for your P★DA's camera.

The call hangs for a moment, before it finally connects and the screen resolves into an image that makes your heart warm and ache in equal measure.

Your mother and father sit on a couch in the living room, and just seeing them there has the memories rushing back.

You fight those memories off, taking them in. Your mother is shorter than you, sturdily-built, and fairly muscular from a life doing hard labour. She has severe, narrow eyes and a slightly crooked nose from a break that never healed right, while her skin is the same pallor as yours, but with nearly two or three times the number of freckles, dusting her forehead, cheeks, nose and even her chin. Her purple hair is braided and thrown over one shoulder, and you know that, unbraided, it is long enough to reach her mid-back.

Your father is not that much taller than her, with short-cropped hair and a fuzzy, somewhat curly purple goatee cupping his chin. His eyes are large and warm, the same green as your own, while his skin is a tone or two darker, more olive, with less freckles but decidedly capable of tanning, something you and your mother often give him shit for, considering the rest of your family is more prone to burning.

Both of them are still in their pyjamas, looking relaxed and relieved and you wish you could reach out and wrap them both in a hug—

"Kylie," your mother breathes, her voice tinny over the line, but still so heart-achingly familiar. Her Galarian is your Galarian; not Crown or Unovan, but Orrian, and the type typical to Cyffineal. Her mouth purses, then. "Thank you for finally calling."

Urp.

Your father turns a look of mild reproach her way. "Merrion..."

"I know, I know," your mother says, a little tiredly. Her eyes turn back to you, and despite her scolding tone, you can find nothing but love and relief in her gaze. "Sorry, Kylie, but you left us waiting for quite a while. It made us worry."

"I know," you reply, a little raspy. Your heart aches, soft and gentle, with homesickness. "It won't happen again, I promise. I'll make sure I call, so we can have more moments like this, more often."

"That's all I ask," your mother insists, not a request, but a command. "I've missed you so much, my dear."

Your mother is an anxious person, you've known that since you really had a concept for what anxiety looked like, and it has only become more reaffirmed as you've become an adult. Other descriptors for your mother include high strung, tense, and prone to blowing up problems in her head to much larger proportions.

Normally, traits like these go hand-in-hand with avoidance, temerity, and reclusiveness. Your mother is not most people, however, and she instead channels all that anxiety into being extremely proactive, somewhat aggressive, and incredibly strict. She has always had high expectations for you, and high expectations for the world in general. Matter-of-fact, if you got your anger issues from anyone besides circumstances and random chance, you got it from her. She wants the world for you, and pushes you to take it with both hands, for better and for worse.

Your mother inherited your grandfather's intense forward momentum and in part his unyielding stubbornness. He raised her more than he did any of his other children, and it does supposedly show in a lot of her mannerisms, expectations, and language. It's a big part of the reason why she and Egria don't get along, from what you understand.

Well, that and the decades of bad blood between them.

You have not always gotten along with your mother. Her constant vigilance is exhausting to deal with at times, and she can be rather mean if the mood takes her. You can be too, though, which is why, during the time when your anger was at its worse, you and her would spar verbally quite frequently.

Your father is the reason those arguments didn't sour your relationship. Your father is flexible, and almost inhumanly calm, and a really good mediator when tempers run high. This is not to say your father doesn't get angry or upset, he does, but you can count on one hand the times you've seen him be either of those things visibly. Your father has a near-stranglehold on every expression he makes, and he often speaks in a fairly neutral, if not quite monotone, voice, which can sometimes make people think he's unfeeling, uncaring, or mocking.

He's none of those things. Your father is just a man who has gone through a lot, and has come out of it with his own ways of expressing things. You know he feels a great deal of things, and everyone else would too, if they knew what to look for. Your father is patient, reserved, and hard-working, though he is also prone to mild mischief when the mood takes him. Pranks aren't quite in his wheelhouse, but keeping embarrassing photos around to relish years later certainly is. Contrasting this, though, is a strong vein of cynicism; your father's sharp wit is an extension of what you remember growing up as the calculative algebra of the necessities to survive in a place like east Orre.

Your father wouldn't flinch in doing a lot of heavy things, if he felt like he needed to. You're not sure he would even hesitate. What that says about him after a point, you can't say.

"Where's Angus?" you ask, squinting at the somewhat fuzzy image of your parents.

"Just out of frame—Angus! Come here, look who's on the screen," your mother instructs.

Your childhood pet floats into view with a curious look on his face. Angus is a well-trained specimen of a Mantine, old enough to be in his prime, and showing plenty of signs of a life of hard work. He's large, with a somewhat paler hide than younger Mantine, and has a set of particularly chubby antennae. You watch as he scans his surroundings, until a gesture from your mother brings his gaze towards what you have to assume is the screen they're using to see you with, and in an instant, his entire face is taking up the camera.

"Tine?!" Angus booms.

"Hi there, big guy," you coo delightedly.

"Man, man!"

"Angus, pull back a bit, you can see her from here," your father instructs, and after a moment, Angus listens, peeling back far enough to float over your mother's head, while still giving you a view of your parents.

"Speaking of big guys, though: B.B., c'mere," you instruct, waving a hand behind you. A moment later, B.B. plods obligingly forward, stepping into view of the camera.

Your father's eyes widen a bit, and you see him lean forward on the couch. Your father has a hobby of wildlife photography, and from what you remember, was always looking for oddities in local species. B.B., you suppose, now qualifies as one. "You weren't pulling my leg," he says slowly, scratching his chin. "He's a genuine unit."

You puff out a cheek. "I sent you a video before now, you could see him there."

"Seeing him then was definitely a shock, but I didn't quite believe just how large he was," your father replies, a touch of mirth entering his voice. "Seeing him in motion like this is different. How things have changed: to think, I used to be able to lift B.B. up under one arm."

B.B. grunts, unimpressed, though clearly recognizing who your father is. Your father is not B.B.'s favourite person, though thinking back on it, he certainly let the man get away with much more than he would anyone else besides you and maybe Angus. Your mother... B.B. didn't engage with her much; you think she intimidates him, honestly.

"At the rate he's going," you point out, "he'll be able to lift you up instead, dad. Speaking of, though, Urchin!"

"MAREANIE!"

Reaching down, you let Urchin clamber up onto your arm, lifting her up to present her for your parents viewing pleasure. She hangs upside-down on your arm, some tendrils left hanging loose, and she eyes your P★DA with something between confusion and curiosity.

"Ah, your Mareanie," your father says, leaning forward again.

Urchin, hearing her species' name, tweets out excitedly, eyes going wide and mouth gaping open as she swings on your arm. "Mar! Mar! Mar! Neeeeee!" She sing-songs, reaching out with one tendril to bap lazily at the air in the direction of the P★DA, quite excited, but willing to remain where she is so long as she gets to be loud.

She finishes her orchestra with a long string of raspberries, before going back to more standard gurgles and tweets.

"Yes, this is Urchin, and you've just witnessed a good deal of her personality, there," you say with a laugh. "She likes looking at plants, chewing on grass, and digging. She's really good at unravelling things, too; she helped untangle the net we were using when we were doing Magikarp surveys over the last week and a bit."

You see something in your mother's face relax at Urchin's continued tomfoolery. "Oh, and she's a delight, isn't she? I'll admit, we looked up Mareanie and Toxapex and... well... honestly, Kylie, it looked to us like you'd adopted an antisocial Tentacool capable of land travel. To see her like this, though..."

"Nee!"

"Honestly, there's a lot more to Mareanie and Toxapex than what you described," you can't help but say in the species' defence. "Yes, Urchin is weird and unusually social for a Mareanie, but that presents unique difficulties that more standard Mareanie wouldn't have. I'm not saying I don't like her personality, I do, it's why I adopted her, but I think generalizing a species is a bit—"

"You're rambling, sweetheart," your father gently reminds you.

You flush. "I think I would have liked Urchin even if she was more typical, s'all I'm saying," you mutter, your accent flaring up as you fumble over your words.

Your mother and father share an amused look.

You take the opportunity to plop Urchin down in your lap, then lean back in your chair. "So, uh, how are things back home? Everything okay?"

"They're about the same as they were when you last asked that, before you left," your mother explains patiently. "Catches are regular and populations are high. We haven't lost anyone to the coast guard or ocean threats, so the community's doing well, but..."

A moment passes.

"But?" you probe.

"But tensions are getting worse," your father explains soberly. "People are getting more on edge, there's been some conflicts up north, border-related. Gangs are becoming more active, in general, something's stirring the pot, and we're too far from what's causing it know what it might be. It hasn't gotten bad or anything, it hasn't even really reached us yet, but it's not going away, frankly."

You grimace. "Is Saritour causing you any problems because of that?"

Saritour is Cyffineal's warlord, and the leader of the Dhelmise Bay Pirates. He appeared some ten or so years ago, in his teens, and proceeded to take over or dismantle every other major pirate gang operating in Cyffineal, until he was the undisputed leader of the area. Nobody's really sure where he came from, he did legitimately just appear one day with no forewarning, but the going theory back home is that he's probably a member of the diaspora community, maybe out in Galar or Unova, who saw an opportunity and moved back to Orre to capitalize on it.

What kind of person Saritour has to be to do that before he'd even grown a beard yet is... well, self-evident.

On the one hand, Saritour is consistent in his expectations and 'fair' within the context of being a pirate lord who extracts taxes from people who don't really owe him shit. Before Saritour, Cyffineal was home to dozens of pirate gangs, all of which had varying degrees of control, and often this could lead to families getting 'taxed' - robbed - two or three times instead of only once. If you failed to give up the taxes these groups would expect, you'd face punishment, ranging from having valuables taken from you or your house burned down and your family killed, if they were feeling especially brutal.

Saritour ended that. Saritour expects taxes on a consistent schedule, and if you can explain to him why you can't give him the amount he expects from you - a bad haul, large amounts of your family dying, so on - he's willing to let it pass, though this assumes he believes you, which isn't a guarantee. If anyone else tries to exploit you, he'll get rid of them, because, frankly, he's the one with the monopoly of force here, and if you're being robbed by someone else, he can't rob you for as much.

That said, Saritour also keelhauls anyone who goes against him.

Keelhauling is a process in which you attach someone to the back of a boat - with chains or rope, doesn't matter - and then sail around in circles until they die. Sometimes it's because they drown, other times you kill them by inches, smashing them repeatedly against the waves until something breaks. He'll do this in front of this person's home town, and once they're dead, he leaves them in the middle of the community to clean up.

He is brutal, yet compromising; he rewards trying to meet his expectations, or at least will not punish people for having existing issues, but will torture his enemies to death.

He's unpleasantly popular back home. A lot of people see him as their only way out, one of the few 'good eggs' in a basket full of rotten ones. He sells these people a bullshit narrative about returning Cyffineal to independence, reviving the monarchy with him as the king. He talks about statecraft, as though he isn't little more than a bandit, pulling valuables off of corpses.

He's not the only warlord to pretend at legitimacy. The leader of The Families over in Haglann is one, structuring for themselves a civic bureaucracy, as is the gang lord up in Meircol, who presents himself as some kind of CEO.

Well, there's also the Kharites on Mount Battle, but they don't count. They have a functioning democracy that's only somewhat corrupt, as opposed to being ruled by the strongest gang. They might be unpleasantly xenophobic, but the Republic of Khardun is the exception that proves the rule.

Saritour terrifies you, because if Saritour ever got what he wanted, you'll have a state, but one that will give no pretense to democracy. The man himself is notoriously unfriendly towards the idea, and mocks the notion of anything besides totalitarian rule. There would be no healthy future for your homeland, not under him.

But he's still popular, because people see a chance in him, even a authoritarian one, and that makes him all the more dangerous. There's some real believers out there to his cause, and not just ones promised cushy aristocratic opportunities if he succeeds.

"Saritour isn't pressuring us, it's fine," your mother reassures you. "Even if he does seem to be doing more raiding than usual. All its done is locked off some northern waters and led to more patrols, but nothing we don't know how to work around. We know how to survive this kind of thing, you know that; we let them do as they want, and slip in the gaps they leave open."

You breathe out. "At least that's something."

"But," your father interjects, "Don't be in a rush to come home, try to extend your stay and get the most out of Hoenn. If it comes up, you should even consider immigration, Kylie."

You jolt in your seat. "What?" you say, voice a rasp. "Is it really that bad over there? You told me things are fine—"

"They are fine currently," your mother interrupts, and your mouth snaps shut. "But... we can read the mood, Kylie. We grew up during bad times, the both of us, and we know what build-up to those moments look like. The gangs are chomping at the bit, west Orre is sabre-rattling. Something has changed, upset the existing balance, and... we don't expect it to remain fine. Orre... Orre could never contain you, darling. It's not that we don't want you back, half the reason I was so snippy just then is because I miss you so terribly, but things aren't improving, and they're going to get worse. Orre isn't a good place, and we don't want to see you taken from us by it."

A flare of heat rushes into your shoulders, your neck. Anger, grief and more. "You're asking me to give up my home, to abandon it—to abandon you! Would you come with me, if I could immigrate?"

Your mother's gaze is unyielding, unflinching, and uncharacteristically calm. "You know we have escape plans."

"That's not an answer!"

"Kylie, calm," your father interrupts again, voice firm. "Look, we're not saying jump ship now, we're... just asking you to consider your options, and consider taking them. Like Merrion said, we want you here, we love you, but we're worried about how things are going and where they might go."

You breathe out, the heat in your body ebbing. "I... just, it's a lot to say that to me. Orre is my home, I miss it every time I think I don't, and I don't... I don't want to think about abandoning it."

"We raised you to know what you might have to do," your mother reminds you, so terribly gentle.

You nod once, before breathing out and wiping the sweat from your forehead. Urchin coos at you sweetly, reaching out to wrap tendrils around your other hand. You give her tendrils a squeeze, and whisper a thank you under your breath. "Sorry, lost my temper."

There's a pause.

"...I'll admit we could have phrased it better, too," your mother allows.

Sucking in another breath, you let it out, and set your shoulders. "I'm not jumping into anything, and I will not promise you I won't come home. I'm sorry, I love you both, and you're my parents, but I'm an adult, and I can make that decision. Okay?"

You earn yourself a pair of nods.

"...But I'll... I'll think about it."

"Well, in any event, we'll make sure you get a piece of home soon enough," your mother says. "We're going to send you a care package, we've just about got it prepared, even, but decided to wait until we spoke to you before sending it."

You stare at her for a long moment. "...Can you afford that? I know it's ridiculously expensive to ship anything out of Orre." Less so to get things in, but...

Your father offers you a mild smile. "It won't be expensive. You know, you're the talk of the town right now, right?"

You blink. "Beg pardon?"

Your father's smile widens. "Well, all the rangers who went out of Orre to help Hoenn are. Word's gotten around about you, and we're all hearing about Hoenn on the news, everyone knows how bad it is. People are learning that there's Orrians out there, that there are Nealfolc out there, helping. It's put a spring in everyone's step, and people have been asking about you, seeing if they can help out in some way. You're inspiring people, kiddo, because doing good is such a rare commodity over here. They look at the news about some new thing fixed in Hoenn and ask themselves 'was one of us involved in that?'"

The heat returns, this time to your face. "Dad—"

"It's true, and that's why we're being so glib about sending you something from home," your mother interjects. "Maggie's offered to send it through her contacts nearly for free, and I have no reason to doubt Maggie, she's done good by us. That leads me to my next question, Kylie. Your room's mostly packed up, but we can pop open boxes to look for anything you might want but didn't take along with you to ranger school. Do you have anything you might want from in there? It'll reach you in a few weeks or so, by our best guess."

Your mind wanders off at the question. You have hobbies, or... well, you suppose had. Training to become a ranger is pretty rigorous, and you ended up shelving a lot of your pastimes while you were at ranger school. That said... you can rekindle that spark, if you so desire, and pick up something you put down years ago.

"While you think about it, how about you tell us about the work you've been doing?" your father suggests.

Your mother nods. "Start from the beginning," she instructs, "I recall you told me a lot of early work as a ranger is in short-term jobs, missions, you called them? Tell us in detail about your time in Hoenn."

Right, you have plenty of time to think over your options; your parents aren't going anywhere, and neither are you.

"Well..." you begin, thinking on it. "I have to admit, the first thing I thought when the plane set down in Hoenn is how arid it was, compared to home..."

You launch into the first of many stories, your parents listening with rapt attention the entire time, firing off questions whenever they can.

Your mother only shouts your full name with her entire chest twice, which you consider a victory. At the very least, Old Storm and the primalcite infused Toxapex are both agreed to be situations you couldn't really avoid or remedy without knowing about them in advance, so you get a pass, mostly.

"Please, for my sake if nothing else, try to do some less dangerous missions. Surely you know how much I worry about you," your mother requests tiredly, around half-way through your retelling of your exploits.

"I'll try mom, and I do know how much you worry, honest. 'Oh, Mom is going to hate this' goes through my head really, really often," is your particularly unwise response.

The comment earns you a lecture, to put it mildly.

Choice:

[ ] You ask for your guitar
Unlocks the music (string) secondary mastery, which focuses on playing and creating music using string instruments, though initially you'll be restricted to the guitar. You will also obtain an acoustic guitar once you return from your next mission, though the music mastery will be available from the next post onward.

[ ] You ask for your cooking utensils
Unlocks the cooking secondary mastery, which focuses on the creation of food, both for humans and Pokemon. You will obtain your set of cooking utensils (consisting of a set of knives as well as a small, stainless steel frying pan) when you return from your next mission, though the cooking mastery will be available from the next post onward.

[ ] You ask for your toolbox
Unlocks the tinkering secondary mastery, which focuses on repairing and tinkering with mechanical and electronic devices. Does not come with programming expertise, but you can more readily jump-start a car or dismantle a radio. You will obtain your toolbox (containing a refurbished multimeter, a simple soldering kit, and protection equipment) when you return from your next mission, though the tinkering mastery will be available from the next post onward.

[ ] You ask for your carving set
Unlocks the woodworking secondary mastery, which focuses on the creation of art and other items through carving and shaping wood. You will obtain your carving set (consisting of several carving knives, a small saw, and chisels) when you return from your next mission, though the carving mastery will be available from the next post onwards.

[ ] You ask for nothing
You don't want to rekindle any of your teenage hobbies, and instead will wait for new opportunities down the line. This will reduce the time it will take until you are next offered an opportunity to pick up a secondary mastery, though it will still be a while until you can.

Congratulations, you finally have the option of picking up a secondary mastery. Secondary masteries were intended to be introduced several missions ago, but I got caught up in the implementation of it, and never felt super good about it, so they were shelved for some time. I won't get into the development struggle I had with figuring out how I wanted to implement these, not here, but all the same.

A secondary mastery is a mastery that takes the form of hobbies, such as artistic pursuits, and is (mostly) unrelated to your work as a ranger. They will be present on your character sheet below the other masteries, separated by a line break. Secondary masteries cannot be allocated EXP as other masteries are, and instead, will gain EXP when they are used in missions, though omake EXP can still be allocated to them, if you desire. This is done to prevent people from having too little EXP going in too many directions, while also still allowing you to progress in the mastery. Secondary masteries have the same ranks as primary masteries, and will even get skills at the same skill thresholds, but are intended to take a bit longer to level than their alternatives.

Secondary masteries are overall less impactful on missions than primary masteries, but can still help you when doing missions. They are also a distinct source of flavour for individual characters, and can open up certain opportunities. Secondary masteries, after this introduction, will be gained through opportunities to have them taught to you, and can range in scope from breakdancing to drawing to creating pokeballs. Secondary masteries are, ultimately, meant to be fun and interesting ways to expand on characterization and to explore elements you might not otherwise get access to.

Your secondary mastery will start at basic, and you can have up to three of them, though you will only pick up one mastery from this vote, if any at all.
 
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d.3
Vote results

Quick summary:
[X] You ask for your toolbox won with 32 votes.​



New Message(s) from Mom!
Here's Laine's recipe for boiled Magikarp. She expects a call from you at some point as repayment, "auntie tax", as she calls it.

Now you're probably noticing that this seems to be lacking as much spice than we normally put into your food.

This, Kylie, is because you have an unreasonable tolerance for heat, and if you're going to be offering this up to others, please don't decide it needs more. The only reason our household ate things as spicy as we did was because your tastes helped us adapt to it over many, many years. The amount of heat you probably want to put into this is not normal for most people.

So my advice to you is tone it back for your friends, if you want them to be able to finish a plate.

Love, Mom.




You set your breakfast-covered tray down on the cafeteria table, before sitting down in front of it.

To your right is Gretchen, currently digging into what looks to be a breakfast sandwich of some kind, and across from you is one half-awake Suzume, staring blearily at her tray of food.

Suzume got back late last night - like, two or three late - and left a message for both of you when she did. You and Gretchen, upon waking up and reading it, went to collect her for breakfast, though honestly, you're pretty sure Suzume's brain hasn't quite left the bed you'd coaxed her out of.

Off in the Pokemon pit, all the usual suspects have taken up what has become their standard arrangement.

B.B. and Glow sit off in one corner, both eating in relative peace, just as they like to.

Urchin, meanwhile, is in the middle of the pit, currently laying across her two bowls: her trunk stamped down in her now-empty water bowl, while her head is laid on the pile of kibble. Every few seconds, she'll lean over, open her mouth, and take a mouthful out of it, gurgling happily as she does.

If only you could ever feel so decadent.

Finally, in the corner directly opposite B.B. and Glow is Sentinel and Frisbee. The former is eating her food very politely, taking careful handfuls and gobbling them down, while Frisbee, in a true change in form, appears rather subdued, keeping his head down as he eats from a bowl full of peas and leafy greens.

You can't help but notice that, every-so-often, Sentinel will spare a glance over at Frisbee, inspect him, before going back to eating. It reminds you a lot of how B.B. would spare the occasional eye towards Urchin in their early days, though with significantly less vitriol.

You glance down at your own tray, which contains several spicy sausages, rice, and pepper-speckled eggs. You find you can't help but give voice to a certain annoying thought currently kicking around in your head.

"You all like spicy food, right?" you ask, glancing between Gretchen and Suzume. "That's a normal thing people like, yeah?"

Gretchen gives you an odd look. "I'm fine with it, though it's not something I really seek out, per-se?"

Suzume, comparatively, goes a bit pale as she surfaces from her stupor. Her look is wary, cautious, even. "I... I'm probably not prepared to eat what you think is spicy," she admits, though by the sounds of it, the admission is an unwilling one. "After you let me try your noodles... it, it's just too much. The spiciest things back home are like, various pickles and wasabi."

"What's this about, anyway?" Gretchen probes, giving you a great deal of side-eye.

"Well..." you begin, trying to mentally will the heat from your neck. "For the potluck, you know? I asked my mom for a recipe from my aunt, and she left this diatribe about not adding more spice than is in the recipe already. She basically said my heat tolerance is 'unreasonable'. I know I prefer spicier foods than others, I do, but I find it kinda hard to believe that my tastes are really that extreme. It's not like I go for things marketed as super spicy, or eat raw peppers, or even add heaps of spice! I just... add as much as I enjoy, and no more. It's entirely a taste thing."

Gretchen's look is long, searching, and coloured by no small amount of disbelief. "Kylie, define for me how much 'as much you enjoy' is."

"I dunno, a few glugs and pinches?" you hedge, beginning to get the impression you might be walking into something, here.

"How much is 'a few'."

"...A few is a few."

Gretchen rolls her eyes, though evidently concedes she's in no place to get the answer out of you, as she turns to look at Suzume instead. "So, putting aside Kylie's ongoing denial of reality"—"Hey!"—"how'd your mission go, Suzume?"

Suzume yawns, blinking sluggishly. "Pretty good?" she offers, blinking a few more times. Gradually, clarity sinks into her expression, and you can just about see the cogs in the machine that is Suzume's brain spin to life. "So the mission was posted by EGRA—the Ever Grande Rescue Association. The staff there is super cool, they're basically birds of a feather to us, even if they aren't rangers. They quickly caught on to how I worked and what I needed to keep working, and I really gelled with the people there. Like... sometimes you get people going 'well, why do you need to do this' or not wanting to do something because it's extra effort they don't see as necessary? I got nothing like that over there. I explained what I wanted to do and why, and they went 'oh, that makes sense,' and off we went."

Leaning over, Suzume pauses to shovel some of her breakfast into her mouth.

"EGRA's the biggest rescue association on this side of Hoenn, I think Mauville has a bigger one, but that's like, it. It handles a lot of what they call 'no-recovery' cases; that sounds worse than it is, honestly, it just means that the Pokemon is not expected to ever be able to bond with a human or return to the wild," she continues, once she's done. "And it can be for like, a bunch of reasons. There's the obvious abuse cases, but there's also just some Pokemon who end up that way. This doesn't mean they're necessarily hostile to humans, also, it just means they... aren't suitable for that kind of thing. Anyway, I got sent out with a list of Pokemon and what the staff there know they like and their habits and so on. My first case was a Rotom nearly as old as the institute itself - and EGRA was founded a few years after the South Sea Wars, so that's saying something - which was hijacking local farming equipment. I'll admit that one got... messy, but I did manage it. After that, I tracked down a three-legged Mightyena who revealed they could climb vertical walls and made me spend several days hiking through the forest before I could find the cheeky shit. Finally, I had to deal with a Kabutops of all things."

"...The fossil Pokemon?" Gretchen hedges, sounding uncertain.

Suzume makes a so-so gesture. "They actually keep finding Kabuto populations on the bottom of the ocean, so they aren't technically fossil Pokemon anymore, but this one was almost certainly revived from a fossil, yeah. Poor guy has extreme anxiety, bordering on agoraphobia, and I spent the better part of two days coaxing him out of the bottom of an abandoned well. That one involved a lot of gifts sent down via bucket attached to a rope. The fella liked cutting the ropes too, so I went through a lot of friggin' rope near the end. The staff was understanding and fed me enough of it to keep going, but still, I probably should've cottoned on to his habits after I was told his name was Mister Snips. Oh, right, I also got this for my troubles, too."

Patting her pants a few times, Suzume reaches into one of the pockets and pulls out a circular patch. She shows one side to you, which reads 'HONORARY EGRA MEMBER' written over a design depicting a large moon, half-hidden behind mountain peaks.

"I really like it, and I went and checked out our rulebook, which revealed I can totally attach it to my vest without breaking uniform code," Suzume explains merrily, and a bit smugly. "The EGRA team is giving these out to everyone who's helping out over there, and apparently they got these made weeks ago when the union sent in a team to deal with some of the more volatile and dangerous Pokemon that escaped. The rest of us were dealing with Pokemon that ranged from 'dangerous if scared' - the Rotom - to 'mostly harmless, just kinda scary' like the Kabutops. I think we have most of the missing Pokemon packed away, though there's... some who haven't been found, many of which the association have informally declared as dead. I think they'll still be offering up scouting bounties this upcoming week if anyone wants to go looking for them, but..."

"Low chance, yeah," Gretchen breathes, rubbing her nose.

"It's a lot of elderly and otherwise infirm Pokemon they were looking after," Suzume says a little quietly. "Shame this happened to people like this, but... I guess disaster doesn't discriminate."

You all eat in silence for a little while after.

Gretchen, of course, breaks it. "So, putting all of that behind us, are you still up for the bonfire tonight, Suzume?" she asks. "You might have said 'sure' on the way over, but I'm not confident you remember much of that conversation."

Suzume flushes. "I totally remember saying yes, so I'll be going. I wasn't that out of it, honest."

"Suzume," you begin, seeing ripe opportunity for teasing, "when we were getting you up, you called me no less than six different names, none of which were mine, and then started ranting in a language I couldn't understand until we reached the cafeteria and you smelled food. We waited nearly ten minutes for you to put a pair of pants on, after you tried to come out without them."

Suzume's blush crawls up to the roots of her hair. "Surely it wasn't—"

"It was," is Gretchen's brutal response.

Suzume makes a soft, almost anguished noise, covering her face with one hand. "Okay, maybe I'm a heavy sleeper, but uh, yeah, I'm going to the bonfire, I really do remember that, even if I don't remember, uh, much of the rest. 'Sides that, though, I'm doing absolutely nothing besides kicking back and relaxing. Well... okay, I'll be spending some time on Frisbee."

The mention of the Lotad draws your gaze back over to him, and you make a curious noise. "You know, I was going to ask what's going on there. He's being unusually sedate."

"I am working on him, you know? I don't intend to encourage him to fight everything he sees," Suzume interjects, sounding mildly exasperated. "But this isn't... yeah, this isn't my doing. He's gotten a lot better, but this kind of behaviour is because his aggression got the better of him on the mission, and he ignored an order and lashed out in the middle of a chaotic situation. I've told you before about how Sentinel takes my safety really seriously, and, well... she took Frisbee's act personally. Very personally. She kicked the snot out of him, to be more direct. I separated them quickly, and he wasn't really hurt, but the fight lasted long enough for him to realize Sentinel completely outclasses him in strength, and it kinda blew a hole in his ego. This entire time, Sentinel's let him walk over her, playing along with his dominance displays, and in a single moment she proved she was enabling that, and never actually needed to. I'm going to work on reconciling the two of them; not that Sentinel needs to reconcile with him, it's really only him who's still upset about the situation, but that's the only work I'm doing."

"He was going to have to learn this lesson eventually," Gretchen points out gently. "He might have the personality of a Salamence, but he's not a particularly strong fighter."

Suzume inclines her head. "I know, and you're right he'd get a reality check eventually, I was just hoping it wouldn't be Sentinel to do it. Anyway, what about you two? Anything you're going to get up to today, besides the bonfire?"

"I'll be heading to a seminar after lunch, it's about Hoenn's ecosystems," you say, finishing up the last of your breakfast and nudging your tray towards the middle of the table. "But I've left the rest of the day pretty open. The seminar's expected to run a few hours, so I'm giving myself breathing room between stuff. I'll probably do some laundry when I have the time for it."

"I'm going to go jogging," Gretchen adds as a follow-up. "I took Glow on a walk yesterday, but I wanna do a couple kilometres or more today. The last few missions have confirmed I need to work on my stamina; I'm strong enough, I just don't have the staying power I need, not yet."

"Way to make a girl feel lazy by comparison," Suzume groans.

"I rested most of the day I got back," you point out.

"Still, augh!"

Choice:
Sure, your mom has implied you have inhuman levels of spice tolerance, but does that change anything about your cooking plans for the potluck?

[ ][Spice] You don't touch the recipe
Maybe your mom's right. You do get you like a bit more spice than the average person, and maybe that does go beyond most people's tolerance level. You won't add any additional spice, and leave this as a pure recreation of Aunt Laine's recipe, trusting in her to make it tasty.

[ ][Spice] You add a bit of spice
You won't add as much spice as you personally want, because your mom has a point that you might like spice more than the average person, but this recipe is sorely lacking in a little extra punch. Surely, adding some extra won't hurt, right?

[ ][Spice] You make the dish to your liking
Whether or not your mother is right is immaterial. You like things spicy, and you'll make sure this dish is something you'd enjoy eating without reaching for a bottle of hot sauce. If other people don't like it, that just means there's more for you.



"I'm not late or anything, right? I got a little... lost," you say as you're let into the room.

That is something of an understatement: you managed to get turned around two floors ago, after misreading the location for the seminar. When you found a completely empty room, you re-read the location, realized your mistake, and proceeded to sprint what felt like the entire length of the ship.

The man gives you an easy smile, shaking his head. "No, but we are about to get started. Go find a seat."

Stepping into the room where the seminar is being held, you find it already occupied by around thirty people, give or take a few, with another two people standing next to a projector and laptop combo. The room is dim, windows covered by blinders, and the very end of the room has a wide pull-down screen already deployed, onto which the projector casts an image of someone's rather messy desktop.

The seats in the room are all arranged to face the screen, and are made up of an assortment of benches and chairs, set in rows.

You scan over the crowd, looking for an empty seat, when a raised hand catches your eyes. Looking over towards it, you follow the arm down to find, to your surprise, a familiar face: Mahana.

As you make your way over to her, Mahana scoots to the side on her bench and quickly taps the space next to her.

"Kylie!" she greets, voice a little hushed despite the exuberance. "It's good to see a familiar face."

Dropping onto your Mahana-designated seat, you let out a breath. "You almost didn't. This ship is an actual warren, I tell you. Nothing but identical, cramped corridors and confusing signs." You, of course, blame the ship for your misreading of the number seven as one. These are the things you must do to keep your sanity.

Mahana snickers. "It is basically a little floating village, hey? So, how's it been going? Been doing good work out there?"

"I like to think so," you confirm, leaning back a bit as you watch the man you let you in make his way up to the other two people next to the projector. "B.B. evolved into a Loudred over a week ago. Helped protect me from a very scary Altaria."

Mahana's eyes shine in the gloom, and she gives you a sharp smile. "Woah, congratulations! Is he settling in to his new form well? It was a big shock - snerk - when Arena evolved into a Raichu, though I suppose most Pokemon don't have to deal with their tails trying to float away."

"He settled in well, and pretty quickly at that; he's more or less fully adapted, nowadays," you explain.

Mahana nods. "How's uh, your Mareanie, you got one of those, right? After Pacifidlog?"

You smile. "Urchin, yeah. She's settled in very well too, grown into even more of a little gremlin. B.B.'s come around to her."

Mahana's grin grows wider, somehow. "Fuckin' wicked, I say."

You don't know why, but the compliment makes you thrum with pride. Fucking wicked, indeed.

There's a sharp clearing of the throat, and Mahana shoots you a cheeky grin before turning to the people manning the projector. You join her, and find one of the three separated out from the rest, smiling at all of you.

"Welcome, welcome!" the woman says cheerily. "I'm Lan, and these are my long-time coworkers, Hoki and Kamon. The three of us are all from Hoenn, and we've been working in this region for about fifteen years or so. Today, we'll be covering Hoenn's ecosystems, both in terms of things you might have to deal with in the archipelago, and things important on the mainland. We'll be emailing everyone here a transcript of this seminar, as well as an audio recording, if you want to reference it later. This can't be an exhaustive look at Hoenn's ecosystems, as we only have two hours, but we intend to cover a lot of it. Any questions?"

No hands go up, though you do hear a dull murmur run through the crowd.

"Right-i-o! Hoki, you're up then." Lan says, nudging Hoki - the man who let you through the door - forward with a few somewhat-gentle kicks to his leg.

Hoki gives her a long-suffering look, but steps up to the laptop and leans over. A PowerPoint is quickly thereafter brought up, and then made full-screen.

Stepping back, now with a remote in hand, Hoki clears his throat.

"As Lan said, I am Hoki. I'm a rank six ranger, and I've been working in and out of Hoenn's expansive tropical rainforest ecosystems, both ones found on the mainland and out here in the archipelago. A secondary focus of much of my work is meteorological, both on a local scale - the water cycle within rainforest ecosystems - and on a larger scale," he explains patiently, tapping a button on the remote. The PowerPoint slides forward a panel, to reveal a map of Hoenn with what looks to be wind and weather currents marked in countless tangled lines and arrows. "It's important we begin with weather, putting aside recent events, because Hoenn is principally defined by weather. Every region has weather and faces the extremes thereof, but Hoenn is unique for the fact that the vast majority of its weather is what can be considered to be 'extreme' weather. Hoenn often experiences near-hurricane force winds, days-long torrential rain storms, and powerful thunderstorm systems that can flare up without warning. During certain seasons, these already high-intensity weather systems become more severe; you're currently entering the monsoon season, and due to its emerging early, you have likely seen what these monsoons look like. If not, I promise, over the next few weeks, you will come to understand."

Another press of the button, and a new image appears: a less detailed map of Hoenn, with a single line running through it, and with the land itself covered up in great splotches of colour, separating the region out into several distinct biomes, by the look of the writing that was printed across each colour's territory.

"Hoenn sits on our planet's equator, with the equatorial line running through the south of the region's mainland and into the centre of the archipelago. Being on the equator, this means Hoenn is perpetually bombarded by warm ocean currents, and accordingly, vast amounts of moisture, which feed the weather systems I previously mentioned." Hoki sweeps one hand up, gesturing towards the screen. "The single most regular weather system in Hoenn is rain, of which it gets vast amounts in most parts of the region. This rain feeds the rainforests, and the rainforests in turn feed the rain through the water cycle, but rainforests are not all Hoenn has. You can split this region up into several smaller areas, based on the amount of rain you get.

"The first and most obvious example is the aforementioned rainforest." Another click, and the slide changes to show what looks like a heat map of said rainforests, stretching across the northern Hoenn mainland, down over its north-eastern shore, and then spreading out to all the islands on the archipelago. "Hoenn's tropical rainforests make up a large portion of the region, and are some of the oldest ecosystems on Hoenn, with highly-developed and highly active biospheres."

Another click, this time revealing Hoenn with most of the south of the mainland and a few islands beneath it coloured in.

"Next is the tropical, but non-rain-forests. Due to the wind patterns in Hoenn, these areas receive less rain than the rainforests, and thus do not sustain the kinds of moisture needed to support them," Hoki continues. "Make no mistake, these are not arid or dry environments, they're more comparable to standard temperate forests in places like Johto and Kanto, just much hotter. They receive regular rain and storms, all the same, and support dense woodlands as complex as the rainforests."

A third click, the map changing to one with Hoenn's core filled in—Mauville, you remember; it was where you landed, and a location you noticed was unusually arid, even by your standards.

"Finally, there is the region known as Mauville Plains, and it represents one of two dry parts of Hoenn, the other being the route one-eleven valley desert. Mauville Plains, and the area immediately surrounding it, are in what is known as a rain shadow, an area where highlands prevent moisture from reaching it. What you will find here are shrub, intermittent savanna, grasslands, and sparsely-populated woodlands. There are also some dry forests, but they're relatively rare. This part of Hoenn doesn't get quite enough rain to support large-scale forests, but still must deal with Hoenn's perpetual heat, which creates an environment that is in sharp contrast to the rest of Hoenn."

Hoki pauses for a moment, leaning back on his heels.

"These are the three major ecosystem groupings, and each is represented by one of us presenters. My focus is on the rainforest, Lan has extensively worked in the tropical forests, and Kamon studies the grasslands of our region's core," Hoki explains patiently. "But they are not the only ecosystems present in Hoenn. What I feel obliged to reiterate is just how important weather is to how Hoenn has shaped itself; an absence of rain, too much, strong wind patterns, and so on, have given rise to unique pressures, when combined with the local geology. There is no better example than the soot forests of north Hoenn."

The slide changes again, but this time not to a map. Instead, you find yourself looking at a vast stretch of... grey, you realize, grey forest. You squint, trying to pick out details, and find you can recognize none of the trees, and the grey, you think, is some kind of dust or build-up on otherwise hidden green foliage.

"The soot forests of Hoenn are the product of extreme winds that funnel up from the south and south-east, before slamming into Mount Chimney as they pass," Hoki explains slowly. "The end result of this is that the near-perpetual smoke and ash Mount Chimney produces are shoved north, where they then drop out of the sky and settle. This is a novel ecosystem, with nothing identical to it, though surprisingly, Orre has a highland, volcanic area known as Mount Battle which faces similar pressures, but is distinct from the soot forests by virtue of its otherwise alpine and semi-arid environment."

The slide changes again, revealing more ash-covered forests.

"The soot forests of north Hoenn are occupied by what we now understand is a single family of highly-adapted plants. A single common ancestor of these plants developed a unique means of dealing with the perpetual ash fall, which otherwise smothers most plants, through a specialized sap. This sap bonds with the ash on a plant's surface, then quickly hardens and slides off, creating grain-sized chunks of ash that collect around the plant, clearing the surface," Hoki describes, clicking over to an image of one such plant. "They're also all adapted to need less sunlight, due to regular ash-storms, and leech useful nutrients out of deposited ash and other chemicals that come from Mount Chimney. You will find that no trees quite look like the ones you'll find here, and to people who didn't grow up there, there is a distinct scent to the area, as well as a kind of... unusual similarity between species. Trees that tend to grow similar foliage to what you might find sprouting from the grass, as one example."

Hoki smiles, then, a somewhat nervous one, but still a smile.

"I'm actually one such native from the area, so I'm relying on Lan and Kamon not to be lying to me that my homeland does genuinely smell different," he admits, rubbing at the back of his head. "All the same, much like the plants living there, the Pokemon present in the soot forests are similarly adapted. One of the most well-known inhabitants is Spinda, who have adaptations to their fur which protects their skin and eyes from the ash, while also letting them bathe in it to clean off. Another example of the Pokemon in the soot forests is the Hoennian Scraggy line, which are notable for shedding their skin roughly half as often as their Unovan peers, and who have developed a habit of applying ash-filled mud to their bodies to help protect their skin from the elements. There are, of course, also plenty of steel-, ground-, rock-, poison- and fire-type Pokemon, all of whom already commonly possess traits that would let them thrive in an environment like this."

A click, and this time, you're back to a map, depicting the range of the soot forest ecosystem. It extends, you notice, north and west from the summit of Mount Chimney, but stops before it reaches even remotely near the coast. It stretches more west than it does north, really, creating a kind of sideways L-shape as it curves around the highlands that dominate Hoenn's mainland.

"As you can see, the range of this ecosystem is restricted to where the ash itself falls, and it does not cover a large portion of north Hoenn. The severity of the effects this area experiences scales with one's relative proximity to Mount Chimney, and the people who live out here have responded accordingly. You will find domed houses, infrastructure needed to clear year-round ash. If you know your history, you'll also recognize this area as one of Hoenn's two major glass manufacturers, who were the source for the ancient world's Pokemon deterrent flutes. In an age when chemical repels had not yet been invented, they were crucial commodities, and represents how humans engaged in a similar degree of adaptation and exploitation as the local wildlife did."

Hoki smiles, this time less uncertain.

"None of this, I need to reiterate, would be possible without Hoenn's extreme weather patterns. Weaker winds would prevent the ash from being thrown far enough to cover the area you see here, and without the frequent - and often very powerful - rains these areas experience, it would be an ash-covered wasteland," he explains. "The rains that the soot forests of north Hoenn receive are the single most consistent way ash is moved out of the area, where it would otherwise build up. This ash is deposited into the many river systems that sprawl out from Mount Chimney and north towards the coast, where this nutrient-rich ash then feeds the vast rice paddies that define north Hoenn. Without the ash, the land would be much less fertile, and to this day, Hoenn exports twice the amount of rice that Kanto and Johto combined can create."

Another click. The map is back, pulled out so that all of Hoenn can be seen once more. The soot forests of Hoenn are still coloured in, but looking at them like this, with a pulled-away view, they appear so terribly small.

"Everything is connected to the weather, here, and everything has interplay. One would think that these soot forests of Hoenn, where masks are a common piece of clothing, would be the most extreme ecosystems in Hoenn, and there is an argument to be made that it may very well be." Hoki folds his arms behind his back. "But most of the rest of Hoenn is just as extreme, in its own ways. Perpetual crushing storms, jungle so dense it can almost feel like it's choking you, sprawling grasslands with some of the most casually-effective predators on the planet. Hoenn is a big place, and much of it has taken people, Pokemon, and plants incredible amounts of adaptation to thrive in it, but thrive we have."



"The tropical forests of south Hoenn are a very happening place," Lan explains to you all, quirking a smile as she extends her arm up. Perched on it is a simple Taillow, who looks, honestly, rather unimpressed with their surroundings. "More than any other part of Hoenn, the south experiences very distinct seasonality. Like the rainforests, we oscillate between dry and wet periods, with accordingly potent effects. There have been times where the forests have gone months without rain, fed only by rivers and stored groundwater, and there are other times when forests flood and soak into near-wetland environments. The Pokemon here, just like Li'l Steve on my arm here, adapt accordingly."

Lowering her arm down, Lan paws around for a moment before finally grabbing the remote from where she left it on the table next to her. She clicks the button, and an image of a dark-furred canine appears up on the screen.

"This is a Poochyena, and they make up one of the major predators in Hoenn, alongside their evolution, Mightyena," Lan explains. "They are mono-dark type, and meet the habits of both canines and dark-type Pokemon by being pack hunters. Unlike most dogs and wolves, though, these suckers are semi-arboreal."

You hear someone in the room cough suddenly, startled.

Your mind churns for a moment, recalling what Suzume said about 'chasing a three-legged Mightyena around'.

...No wonder it took her so long, yeesh.

Lan points to the person who spluttered. "Yes! Finally! Someone who responds like people really should! This is one of very few canines who are appreciably capable of climbing, and so often I don't get anything out of people! Thank you for validating my love for these freaky beasts," she says with rather too much glee. "But, yes, Poochyena and Mightyena are, despite how this picture of them makes them look, capable of climbing vertical surfaces. Their skeletal structure - at least their hips and legs - are actually a lot more like felines than you'd expect, looking at them here, but it's a lot easier to tell when you see them in motion. They're eerily flexible, and they move quietly and with an unreasonable amount of grace.

"In the wild, Poochyena and Mightyena form loose collections which compete for dominance within a limited hierarchy. Mightyena tend to pair up with other Mightyena, and Poochyena with Poochyena, and if one member of a pack evolves too early, they tend to be driven out before they can be allowed to dominate the entire group and monopolize resources," Lan explains. "One of the species' favourite tactics is herding; they'll find a target, preferring groups of Zigzagoon or Taillow, and then set up an ambush. A small part of the group - usually the most dominant - will climb up nearby trees and hide, while the rest converge on their targets, then drive them towards the trees, which they'll climb in their attempt to get away, only to be stopped by awaiting Poochyena or Mightyena. Yes, even the Mightyena do this, and no, you do not quite understand how terrifying it is to find a Pokemon of that size in the tree you want to climb. It's really not fun!"

...You know, you can only imagine.

"Now, granted, Mightyena don't generally hunt humans, they know better, but it's still pretty scary!" Lan quickly adds. "Also, this tree-climbing behaviour is a safety feature for the species as well: Poochyena display a lot of personality, but they can be pretty easily driven off when attacked, so being able to scale a tree in a matter of seconds is useful for them. Poochyena and Mightyena tend to take up different predator niches in ecosystems: Mightyena often migrate north, into wetter areas, to prey on larger targets like Grovyle and Ludicolo, while Poochyena tend to remain south and focus on hunting smaller prey, such as Zigzagoon, Treecko, Taillow and Shroomish, though that last one's a bit dodgy, given the chance of Breloom being in the area."

Finally taking a breath, Lan pauses for a moment to pat "Li'l Steve" on the head a few times, then gently coax the Pokemon down onto the table next to her. The Taillow fluffs its feathers out a bit, gives the rest of you a somewhat ugly look, before beginning to preen one wing.

"Now, while us southerners can't claim the same diversity the archipelago and rainforests get in general, thanks to the presence of additional biodiversity from Alola, we do have a very dynamic ecosystem, as I mentioned," Lan explains patiently, her tone becoming a lot less intense. "Li'l Steve, who is being his best self, is a Taillow, and thus is highly active during dry seasons, and markedly less so during wet ones, where the rain often limits flight options and makes them vulnerable to, say, tree-climbing canines. Conversely, Poochyena and Mightyena are highly active during the wet season, as the rain often muffles their approach and their victims can be impeded by it, while the species themselves has quick-drying coats and eyes well-adapted to low-light conditions, as a result of evolving beneath Hoenn's thick canopy. Mightyena in particular have their best hunting seasons during the rain, as its when their favourite targets are liable to be the most active and willing to range beyond their haunts, where they would have the most advantage. Azumarill, Pelipper, the Mudkip line all become much more frequent parts of their diet, even when facing down poor type and battlefield match-ups."

Lan pauses, this time you think mostly for dramatic effect.

"When it rains in Hoenn, it pours, and no place captures that quite like south Hoenn."



"If you have ever considered coming to Hoenn, and gotten as far to receive a vacation brochure from vacationing companies, you might have noticed something odd," Kamon says, rolling his shoulders. "It's generally near the back of the brochure, tucked away, a little warning that they're trying to couch in the right language to both avoid being in trouble for not telling you, while also not scaring you off in the process. It normally says something to the effect of do not pet the Plusle and Minun."

The room is quiet in the wake of Kamon's words. The man scans over all of you patiently.

"Truth be told, I strongly dislike the way vacation companies try to hide the reality of the situation," Kamon continues. "I think by trying to downplay the danger, yet still give enough warning that they won't get in trouble, they fail to actually convey the issue that they're addressing. Tell me, who here has dealt with Plusle and Minun before?"

A few hands go up.

"Ah, I see some haunted looks, too," Kamon says, a laugh in his voice. "You already know where I'm going, so I'll skip the theatrics. To quickly go over the species, Plusle and Minun are a recently-diverged pair of Pokemon which forms two community units: a pair, which consists of a monogamous Plusle and Minun who reproduce, and a swarm, which is a larger community of between eight to fifteen Plusle-Minun pairs. These communities do not claim territory, and the species remains largely nomadic, settling down in grassy areas for a few weeks before moving on. Plusle and Minun are closely enough related that pairs will lay eggs that will hatch into a Plusle or a Minun, as opposed to only the female's species, and pups quickly develop after hatching, remaining with their parents for around a month or so before they head into the wild to find a counterpart to pair with.

"As a swarm, Plusle and Minun maintain safety by utilizing their ability - Plus and Minus - in conjunction with Helping Hand. A single pair is already quite lethal to the average person, given the way electricity works and the inherent fragility of the human body, but they don't stop at that, as they utilize a strategy known as daisy chaining. Daisy chaining is when a Plusle and Minun swarm collectively comes together - signalling the necessity of such an action through high-frequency squeaks that only they and a handful of other Pokemon can hear - and will lock hands into a chain that can and often does contain the entire swarm. At this stage, the group is already extremely dangerous due to Plus and Minus having a compounding effect with each new paired set, but then they start to use Helping Hand in pulses."

You wince. You think half of the room winces.

"One pulse of Helping Hand is usually followed shortly thereafter by an attacking move; Plusle and Minun rarely feel the need to learn moves more potent than Thunder Shock or Swift, because they genuinely do not need it in most circumstances. When you have, on the small side, eight instances of Plus and Minus, combined with sixteen instances of Helping Hand, any low-potency moves quickly becomes capable of turning away even very powerful predators."

Kamon steps back, gesturing towards the screen. A slide changes, and you're presented with a stretch of grasslands that has been blackened into dust, soot, and raw, scorched earth.

"And this, I am excited to tell you, is a prey species," Kamon explains with an air of mirth. "Much like the rainforests and jungles you've been listening to up to this point, my neck of the woods is a high-energy, high-activity area, with powerful predators, large flocks of prey, and no small amount of conflict between the two. Electric-type Pokemon are some of the most common in this part of Hoenn, with the principle apex predator of this area being the Electrike line—who, I want to add, are believed to have developed the Lightning Rod ability specifically to deal with emergent Plusle and Minun. Electrike are no less dangerous than Plusle or Minun, they just tend to be dangerous in other ways, and people are less likely to try to pet a snarling Electrike than they are a Plusle. There are also large swarms of Hoennian Mareep, who produce wool better suited to insulating from heat, as compared to Johtonian Mareep, who are more adapted to cold weather."

Another change in slide, this time to an image of a grassland, a pack of Electrike chasing after a Manectric on the distant horizon.

"Part of the reason for the high quantity of electric-type Pokemon in this part of Hoenn comes down to large deposits of magnetite in surrounding cave systems, but also due to high levels of static that are present in this region," Kamon continues. "The same winds that force Mount Chimney's ash north help to produce extreme amounts of friction through dust and other airborne litter. Wind scours the land here, with constant gales that make flying-type Pokemon have to fight to remain stable in the air, all the while they're hunted by predators below them. It should come as no surprise that flying-type Pokemon are rare here.

"It is also, I should say, simply a really good environment for the Pokemon present in it. Yes, some of this is natural environments shaping the inhabitants, but open savanna is ideal for our regional electric rodent, who enjoy hiding in dense grass, as well as for packs of Electrike and even wide-grazing Mareep," Kamon explains. "Joining them are, despite the aridity, no small amount of grass-type Pokemon, who are less vulnerable to the potent electric-type Pokemon present, as well as a variety of other Pokemon who best thrive in grasslands. This is also the location of some of the larger population of Gulpin and Swalot, though they tend to range closer to Mount Chimney, as opposed to acting out in the wider grasslands."

Another slide, this time a close-up of a herd of Mareep, milling next to a water source.

"Fights in the plains often come down to whether or not the predator has singled out the prey. A Manectric is unlikely to go after Plusle and Minun to begin with - they're often not substantial enough to justify - but Electrike hone their skills against them by necessity, and will quickly abandon a hunt the second a Plusle and Minun pair can connect up with even one or two other pairs. Often times, typing plays much less of a role in these hunts, due to either being of the same type, or not having much in the way of advantages," he explains. "Resources are not scarce in our plains, I should say, but they can be limited. Monopolization of watering holes, especially during droughts, can lead to conflicts between Pokemon who otherwise rarely interact, such as between Manectric and Blaziken. Bug-type Pokemon often have boom and bust years, which further influences the availability of feeding spots and the dangers of moving into dense grass. The migration of Volbeat and Illumise can create the needed pressures to send the savanna into disarray, with packs and swarms fighting over optimal shaded spots, food, and more, all the while less potent predators and prey eke out a life in the margins between the major players.

"Mobility is key, in these plains, and every species knows it," Kamon says with no small amount of finality. "Even us humans do, as nomadic herding traditions remained constant for thousands of years in the plains, even as vast cities sprung up like trees all across Hoenn. Very few Pokemon claim long-term territories out here, because long-term territories do not work outside of urban centres, where food and water can be consistent. A watering hole may be full one year, empty for the next three, and only collect enough to be a suitable drinking spot in the years after. While very few things change permanently, they do change, switch around, and force the movement of populations to ensure continued survival. An unlucky route can end an entire pack of Electrike, as a herd of Phanpy and Donphan will not let them live if they can help it. A swarm of Plusle and Minun can find themselves in areas where the grass is not growing after drought conditions, and be forced into smaller and smaller areas, to contend with other prey and predator species, where their reactionary response of daisy-chaining and dusting perceived hostiles can often lead to them being snuffed out by the predators they subsequently draw the attention of.

"At the end of the day, the features change, the grass grows, and the wind blows. But it is still a land defined by great predators, highly-specialized prey, and nomads."



You leave the seminar with a hug from Mahana and a head full of new information.

Suddenly, Noriaki seeming so disinterested in the storms that his ship could deal with makes a lot more sense.



The sun is in the process of setting: a chubby, orange blob clinging to the horizon, casting warm light over everything.

Ahead of you, Akia Island stretches on and out, your line of sight vanishing into a dense forest beyond. Most of it may be dead, but it still stands as a wall of green, from which nothing else can be seen. From here, you can just make out the worksite up on the hill, though the gloom obscures much of it.

The beach you've found yourself on is wide, with a shallow slope leading down into dark, glistening waves. Further up the beach, an area has been flattened, and then a hole has been dug and filled with now-burning logs, throwing up smoke, embers and light into the air. It's ringed by an ankle-high wall of bricks, containing the fire.

The air is thick with humidity and insects, and while it's not blistering hot, it is certainly still feverish. The heat seems to be fading with the descent of the sun, but honestly, the light seems to be leaving quicker than the warmth is.

There's more people out and about than you can reasonable count, milling around the fire. There's Pokemon out too, lazing with their partners, and you can spot, amid the crowd, various ice boxes and stalls, presumably packed with drinks and food.

Gretchen and Suzume stand on either side of you: the former is wearing a form-fitting, short-sleeved shirt, with a high neckline and a long enough torso to nearly reach her knees, coupled with shorts and sneakers. The latter is dressed in a button-up t-shirt with the sleeves rolled up, jean shorts, and strappy sandals.

You finish the party-going outfits off with your ever-reliable overalls, thrown over a tank-top, and paired with a spare set of shoes.

"Let's find the booze!" Gretchen declares, stepping forward to take the lead, and just like that, you're off.

You follow Gretchen through the crowd, Suzume keeping close to your side, and before long, you find yourself on your way towards one of the several iceboxes. There's a person sitting next to it in a beach chair, with short curly hair and a smile that widens as you approach.

"Hey there! You looking for some drinks?" they ask, patting the icebox next to them.

"Sure am, what do you have?" is Gretchen's swift reply.

"Regular ol' Hoenn-made beer, but it's good stuff, I like to think," they explain, throwing the lid open and quickly retrieving three tall glass bottles. They pass them over to Gretchen, one after another, who trades them back to the two of you. "Now, just some rules here. One, there's a bunch of us hanging around the booze and food, and we're all going to be sober. If you have a problem, come to us; we're keeping an eye out, and I'd like to say nothing bad happens at these parties, but that'd be a lie. We miss things sometimes, so if you see something wrong, tell us. Next, we'll cut you if you're too drunk; it's just policy. Otherwise, while I have beer, we've got cider, wine, and other stuff, you just gotta go looking for it."

You fish the bottle-opener out of your multitool and crack the cap on your beer open. The second you do, two more bottles magically find themselves presented in front of you, and with an amused laugh, you pop Gretchen and Suzume's open as well.

"Sounds good, right girls?" Gretchen says.

You grunt in approval, Suzume nods.

"Good! Go and have fun, then, you can always come back for more beer."

Speaking of fun, you start scanning your surroundings for activities, and find quite a few. There's a horseshoes tournament going on off to one side, and you reckon you could show them why everyone refused to play horseshoes with you back home. There's some beach volleyball, what looks to be a contest for who can bounce a ball for the longest without it touching the ground, foot races, and more. You can hear someone blaring music from a large, somewhat fuzzy-sounding boombox, and there's some loud cheering down near the waves. There's additional food, tons of people, curious Pokemon, and so much more.

You have an entire night to spend, the only question is, what kind of mischief do you want to get up to?

Choice (Pick 2):
[ ][Party] Participate in tipsy games
As the reigning champion of throwing horseshoes at metal pegs, you think you can drag that title over to Hoenn.

[ ][Party] Focus on socializing
There's so many people around, both familiar and unfamiliar faces. This is an opportunity to introduce your friends to other acquaintances, and possibly make new connections with until-now unknown rangers.

[ ][Party] Indulge in food and drink
There's varieties of booze and countless party-oriented things to eat. It would be ridiculous to not indulge, at least a bit. Who knows what you might find?

[ ][Party] Hang out by the fire
The fire always needs more wood added to it, and they're apparently swapping stories and marshmallows as they do.

[ ][Party] Build some sandcastles
A sandcastle building contest down on the beach is certainly something you're not likely to win, but you can do your best and see how far it gets you. Thankfully, buckets will be provided to any contestants who need them.

[ ][Party] Go dancing
Music and drinking are a time-honoured pair, like the sun and the moon. Go make a happy fool of yourself and work up a sweat listening to music older than you as filtered through a boombox that sounds like it's about to die.

[ ][Party] Lift some stones
There's a contest, they say, in hushed whispers, over who can pick up the biggest stone on the beach. You will prove to them two things, on this day: your ability to find large rocks independent of adult supervision, and your capacity to lift big things to show off.
 
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Vote results

Quick summary:
[X][Spice] You don't touch the recipe won with 28 votes, [X][Party] Lift some stones and [X][Party] Hang out by the fire won with 30 votes and 26 votes respectively.​

"I," you declare, "am going to lift some rocks."

Your proclamation earns you a pair of looks: exasperated-but-fond from Gretchen, curious-and-confused from Suzume.

"Lift rocks? Where did that came from?" Suzume asks, squinting at you.

You tip your beer in the direction of a man off to the side, the one you overheard talking about the rock lifting competition. "There's a contest going on to see who can lift the biggest rocks, one I intend to win. Wanna come?"

A startled laugh punches out of Suzume. "Oh, alright. I'll come."

Gretchen smiles. "We stick together, even if I do think this is silly."

You stick your tongue out at Gretchen. You said nothing about this not being silly, so, really, that's entirely on her. Then, you pivot in place and make your way towards the aforementioned man, your friends falling into a matching pace on either side of you.

The three of you reach him just as he's waving off another person, and he quickly turns to all you as you arrive. Up close, the man just short of looms over the three of you; you'd put his height somewhere past six foot, but under six-and-a-half. He's balding from the forehead back, with a head of thin bronze hair that matches the carefully-groomed moustache that stretches across his upper lip. His build is athletic, but limber, speaking to wiry strength.

A narrow face creases into a wide smile, and he glances over the three of you. "Good evening, you wouldn't happen to be interested in the competition I have going, would you?"

Returning his smile, you salute him with your beer. "I'm here for the rock lifting contest. Show me the rocks, and I'll lift 'em."

"Ah, if only it were so easy! You see, we don't just have rocks laying around for this kind of thing," the man booms, adopting a theatrical tone, one similar to a narrator that comes on during pulpy fantasy movies. "Indeed, finding the rock is part of the contest! All you must do is go out there and acquire the biggest rock you can carry back to me, and then do so."

He gestures towards a couple rocks already near his feet, none particularly big.

"Some have already brought stones back, but most are still out there, looking for the choicest catch of the night!" he continues, continuing his wild hand gestures. "Now! If you were to bring a stone back to join the ones at my feet, only to discover you've been beaten to the site by someone with luck and strength to find a heavier one, you may lift that one to prove to me that you can. If you can hold it upright for some time, that stone will then be shared between you and the person who brought it, and if it happens to be the largest stone, you'll join the pool of winners. There's no singular victor here, and if you are not up for tromping around in the dark looking for rocks, you can feel free to stay here and simply wait for the largest rock to arrive. However, if you are as adventurous as you look, finding a rock surely will be of no difficulty for you. Do you still wish to play?"

"'Course I do," you reply quickly, already liking the sound of a beach-side expedition in search of particularly heavy stones, and deciding, at this point, you like the man's vibe too much not to play along with his framing of the entire thing. "Do you happen to know of any hunting sites for those most hefty of rocks?"

The man's eyes shine. You get the impression he probably doesn't get people committing to his bit that often.

You hear Gretchen poorly smother a snort-laugh behind you.

"Now that is something I can do!" he rumbles merrily, turning to the side. "If you keep heading up the beach's slope, you'll find a good number of hefty specimens where the sand turns to dirt. There's also a large patch of stones east from here. You will surely find others looking for stones out there, and you must leave them be! Sabotage is not to be respected in this honourable tradition of ours."

Oh man, you really love ham.

"I promise I will uphold the honour of the ancient rock lift," you promise solemnly.

"Good!" the man booms once more, before shifting to a much more subdued, serious tone. "...Now, any further questions? Safety concerns, the like?"

"Not a one," you say with a smile, also dropping the affect. "I'm good to go."

The man's spine goes ramrod straight, and he very nearly poses. "Then off you go! Discover great treasures out there—ah, right, what is your name?"

"Kylie Parsons, and you?"

"Grant Kaman. If you need anything, just ask around for me—people can generally find me pretty easily, you know?"

A laugh bursts out of you, unexpected but not unwelcome. "I do, in fact, know. Thanks man, I'll be back with some rocks. Girls! Let's get out there!"

Gretchen's laughter returns, and you pivot, turning east and starting off at a brisk pace. Moments later, Suzume bumps shoulders with you, giggling, while Gretchen falls into place next to you.

You take a drink, then grin. "Think I can make it on the big screens?"

"You're such a dork. I bet you did theatre," Gretchen laughs.

"It never interested me enough to try to join the kids' group down at the community centre, honestly. I had Pokemon on the brain, and there just wasn't much room for anything else. If I had, I'd bet good money my mother would be significantly less gray."

Travelling down the beach, the conversation lapses into a brief silence, and gives you the opportunity to listen in on the sound of waves crashing against the sand, and the slowly-vanishing soft roar of human conversation as you get further and further away from the main cluster of social activity.

"You know, being out here like this reminds me of my childhood," Gretchen muses into the quiet, and you turn your gaze away from the stars above to look at her. She takes a drink, smile creasing her eyes. "It feels a little like it's against the rules, like I've snuck out to go exploring past curfew. Makes me think about all the times I 'ran away'."

You give her a curious look, but whatever expression is on Suzume's face draws out a complicated twist of Gretchen's mouth.

"Not like that," she clarifies, "my life at home wasn't bad, my parents are lovely people, I wasn't running away for some deeper problem. I was just... so deeply, inescapably curious about the world, and found more kinship in the dark forests that bordered my family estate than I did other kids my age."

"Why?" you find yourself asking, almost unprompted.

Gretchen blinks once, then looks away, humming. "Ah, I could spin yarns about a hundred different explanations. On some level, I am... just like that, there's something in me that wants to explore, it's why I know four languages—I'm not some polymath or have an interest in linguistics, I just perpetually daydreamed of finding my way into the unknown parts of any given region, if only I had the right words. My parents called it 'yearning for the footpaths', which is a polite way of putting it."

"But?" Suzume hedges.

"I grew up too rich to be seen with most kids, and too lowborn to be tolerated by the people I went to school with, at least for the earlier years of my life," Gretchen explains, tone tightly neutral. "My arm was evidence of the 'mistake' of my parents' rank, to the eyes of many. Kalos' old social ranks might not be legally enforced anymore, but they're still socially present, and my parents are from a line of middling social importance, an elevated merchant class, tied to and overseeing the guild that regulated them. The class was established in the early years of the industrial revolution, a way to fold the nouveau riche into the system before their newfound wealth could let them get 'out of hand'."

You make a face. "Nasty."

"Just so," Gretchen agrees. "No law dictates these things anymore, but there is... intense social pressure to remain 'in your lane', and for those of us who don't quite fit in one, it is rarely pleasant. I developed friends as time went on, children with social status equal to my own, or failing that, kids who were good-natured enough to not care about the rumour mill. It is all so complicated, so many unspoken rules, holdovers for sumptuary laws and esoteric ways to be novel about discrimination. A hundred things you have to take into account, each of them meant to narrow down the list of who you are obligated to treat with human dignity. The forest, then, was preferable."

"That's risky, though, isn't it?" Suzume says, then, voice quiet. "No patch of wilderness is fundamentally safe for humans, and it's extremely less so for young children without Pokemon."

Gretchen smiles. "And yet... the forest lacks the caste system that defined my childhood, it lacks the social stigma, the in-built hostility that is meant to separate everyone out into tribes. I will admit, I was not always safe, but every time I went into the forest, I found... strength, where I didn't have it before. Agency, where I spent most of my time unable to say a thing, out of fear I'd be singled out for it. Despite it all, then..."

"The forest is still preferable," you finish, reminded of the many times you've slunk out of your home, hushed discussions about one horror or another chasing your heels. You'd looked down into deep caves, swirling with eddies of seawater, and thought to yourself, yes, I like this more than what I just left behind.

A transient thought, sure, lasting about as long as it took for you to get soaking wet and tired, but... nonetheless a real one.

"Yes, and the forest does not judge, or at least not on the level that preteens do," Gretchen confirms quietly. "And so, I ran into the forest, over and over again. My parents tried countless things: therapy, harsher punishments, hobbies, begging and pleading. They even hired a guard at one point, though he got fired within the week. I was a small child already missing an arm, and I understand why they saw me as so vulnerable, so... at-risk. But I learned, with every new duck into the forest, every new moment and thing I picked up. There were dangers, sure, but I sharpened myself on them. By the time I had Glow, I'd mapped out the grove behind my family's manor, and knew the biggest threat in there was a Serperior that I could bribe with offerings of worms and berries. Everything else, I just needed to avoid, and I knew what to look for to do so."

Gretchen steps forward, to the front of your group, and swings around until she's walking backwards, smiling at both of you.

"So, being out here in the dark? With the forest close at hand, and the sky rich with stars? It feels not just like my childhood, but like the things I used to dream about as a child," she says with no small amount of relish; each words brings the Kalosian accent out, twisting the vowels into something almost lyrical, sing-song-like. "Hidden grottos, dense forests full of wild, waiting minds. When I realized no amount of effort on my part would endear me to people who saw me as less, suddenly the fact that being a ranger was 'beneath my station' didn't matter. Suddenly, I didn't need to be a business major, after being a trainer didn't pan out: I could be whatever I wanted."

She laughs, a genuinely jubilant noise of delight. A gust of wind tousles her hair, framing shining eyss, lit by a descending sun.

"And look at me now! I'm on a tropical island in Hoenn, seeing things I never imagined. I may be here to help, but it is so terribly fulfilling to do so."

You smile. "I'm glad you're here with us," is all you can say. Because, honestly, what else can you say, when someone shares a piece of themselves with you? 'Thank you for sharing'? That's not you, and you think your friends understand that.

Well. There is another thing you can say.

"But also, we're at the rock pile."

The 'rock pile', as it was described, is really more of an extension of the grass up near the peak of the beach's slope, pushing deeper where the beach would normally be, and creating a marginal cliff of about five or six feet in height, which terminates maybe ten or fifteen feet before it hits the water. The area around it is absolutely loaded with rocks, ones likely sheared from what was probably once a much larger cliff face, now left to collect into an expanse of gravel and stones.

There's a few people already here, though whether they're rock hunters like yourself, or people just looking for some privacy, you can't say.

"There's plenty here, so let's get to looking, yeah?" you say, smiling at Gretchen. She returns your smile, and nods. Turning back to the rocks, you mull them over, and come to a single, inescapable conclusion. "Tidekeepers, Totter would love it here."

"Totter?" Gretchen asks, at the same time that Suzume says "would she ever!"

Gretchen spares you both a look, raising her eyebrow.

"Totter is a Bonsly and the partner to an acquaintance of ours, Dario," you explain. "He works over in Mauville Plains, and I was on a mission with him when I first arrived. Suzume knows him too, and he's a pretty nice guy. Anyway, Totter loves rocks, any rock she can find it a precious treasure to her, and she has this adorable cloth backpack she wears to hold the ones she likes the absolute most. She'd probably try to take the entire pile of rocks back with her."

"Dario jokingly tells people he thinks she's got the soul of a Growlithe in her from some mistake in 'upper management'," Suzume adds with a laugh. "Honestly, I think she just really likes the noises she makes when she's lugging the rocks around. She's a very tactile Bonsly, slapping and running into things on purpose to make sounds. Doesn't make her a big hit among other Pokemon or people with vulnerable ankles, but still."

Gretchen laughs.

You turn your attention back to the stones, making your way forward and fording up onto the chunks of gravel that quickly replace the sand you've been trekking through for the last several minutes. You lower yourself down, and start pawing through the stones.

"So, how are you going to look for your 'big rock', as it was?" Gretchen asks, soon joining you with Suzume not far behind. "Got any advice for those of us with less enthusiasm for this kind of thing?"

You take a swig from your beer, and find you've drained the last of it, leaving you with an empty glass bottle. You extend it out to Suzume, shooting her a smile. "Hold this for me, for a sec?"

She does. You turn back to the rocks.

"So, when I was growing up, I'd go mucking about around tidal caves and on any beach I could find, including the ones which are more gravel than they are sand, stretching on for kilometres," you explain, scuttling forward a bit as you begin rolling stones over. "One thing I learned really quickly with my shrimpy preteen arms is that rocks get heavy really quickly, and the difference between something I could feasibly lift or roll over and something I couldn't could at times be measured in inches. Now, you might be asking yourself, 'what was young Kylie looking for?'"

There's a curious, wordless noise from one of your two friends. You don't turn to check, but you do take it as encouragement to continue.

"The answer was mostly treasure, ideally pirate, but I'd also take like, mystical, prophecy-laden treasure too," you say flippantly. "A holy sword that only the chosen one can pull out of the stone, a spear that never misses, that kind of thing."

Suzume chokes. "What? Would you expect a refund on, I don't know, cursed treasure or hidden religious artifacts?"

"I would expect at least being able to trade it in for in-store credit," you confirm.

"So picky!"

"You'll be glad to know my pickiness was never tested, because I didn't find anything like that, no matter how often I daydreamed about it. No, instead, what I found more often was bugs and the occasional fossil. I actually have a big plastic bin back home, probably stuffed away in the crawl space now that I'm thinking about it, full of the fossils I would find and stuff into my pockets, if I could be bothered. There's nothing special in there, I need you to know, it was just like... plant fossils and fragments of sea creatures, nothing I could revive even if that was an option," you say. "And the trick to finding any of this was knowing how to eye rock sizes and estimate weight."

Your eye spies a particular rock, jutting up out of a larger mound of gravel, and you quickly make your way over, gesturing towards it.

"A rock like this, I think, is ideal. It looks pretty small from this vantage point, right? But if you look at the sides, you see the way it starts circular and then flares out? In my experience, usually that means it has a bit more heft waiting underground, and in theory, should be of pretty optimal size, especially if it's somewhat long," you explain, crouching down and positioning yourself over it. "The only way to find any of this out, of course, is to pull it up!"

You sink your hands into the gravel, shoving smaller rocks aside, and get a good grip on the sides of the rock. Planting your heels, you take a deep breath in, and pull.

The rock comes out of the gravel like a turnip: a bit of resistance, then freedom. That said, you nearly stumble, as the rock turns out to be much lighter than you were expecting; you'd say it might be twenty kilos, if that, which is, while fairly hefty, nowhere near your limit—

"Kylie!" Suzume says suddenly, sounding alarmed.

Glancing down, you look at the rock.

The rock looks back at you. You observe a pair of arms tucked around a spherical, stony body, with a set of large eyes in the process of changing from a look of confusion to one of abject anger as they meet your own.

That... is not a rock. That would be—

"GEO!" the Geodude bellows at you, and promptly takes a swing.

You drop, letting your arms rise above your head, and in doing so, narrowly avoid getting backhanded by a very grouchy Geodude. The Pokemon immediately writhes and bucks in your hand, trying to free itself, and frankly, you are in no position to deny that right to the nugget, and so you drop—well, honestly, it's closer to a chuck—the Geodude.

Said Geodude topples out of the air, hits the gravel with a half-awake, startled shout, and bounces once before recovering. You scramble upright, taking in the Geodude, and come to the dawning realization you just plucked a napping Geodude from the ground and then, unintentionally you should stress, spiked the Pokemon into the gravel.

The Geodude scans their environment, identifying you, Suzume and Gretchen as obvious sources of its current predicament. The Geodude's eyes narrow ever-tighter, and they begin reaching for nearby stones.

"Alright girlies, we are learning an Orrian classic today!" you shout, strafing to the side and grabbing Suzume and Gretchen as you pass, hauling them with you as you move away from the Geodude.

"What?!"

"It's called dodge-rock, it's this fun game where Geodude pelt you with rocks because you accidentally set one off!"

"GEO-GEO-GEO!"



The three of you lose the Geodude after only a dozen seconds or so.

Gretchen spends the entire time howling with laughter, and you and Suzume end up making sure she's still getting enough oxygen between all the giggles. At some point, Suzume spilled her mostly-untouched beer across the ground, and she spends quite a bit of time lamenting the empty bottle, which probably isn't helping the laughter much.

You do all agree that the stone pit is a lost cause, and head instead for the top of the beach.



After many trials and tribulations—see: being ribbed by Gretchen for the better part of fifteen minutes—you do finally collect a suitably large rock, and start heading back.

Gretchen promises not to let you live down 'falling for the literal oldest trick in the book'.

You complain, at length, demanding to know what kind of Geodude just sleeps next to the ocean like that? They can't exactly swim!

Suzume can't help herself, apparently, and slips in a 'one that can trick an Orrian'.

You drop the stone and spend several undignified minutes lifting and spinning Suzume until she's nearly sick. Gretchen calls you both children, but can't quite keep up the smug affect when you come for her, next.



You set the rock down with a heavy huff, near-covered in a layer of sweat which is entirely unrelated to lugging the thing back to the bonfire. "One rock, sans my dignity," you declare, gesturing towards it with a wave of your hand.

At the very least, not a single one of you present looks particularly put-together. Gretchen's hair is a mess, and Suzume's face is still flushed from being spun around on Kylie's All Natural Washing Machine Cycle.

You'll patent that at some point.

Grant gives the three of you an amused look, clearly more than aware none of you should look like this if getting this stone was anything but an ordeal, before making his way over to the stone and crouching down next to it. He gives it a single-handed push, rolling it up onto its side, before letting it drop, tucking a single hand under the stone, and lifting it as though it weighs barely nothing at all.

Your mouth moves, against you will, into a shape similar to the one it took when you were tricked by your father into eating an unripe orange.

He sets it down, then beams at you. "Great job! This is one substantial catch, and while I don't have a scale, I can safely reassure you that you're basically in first place!" he confirms. "And by basically, I mean, you kinda are, but I'm pretty sure this is near-identical in weight to another stone someone just brought in. In pursuit of fairness, I'm going to want you to lift that one too, if you really want to claim your top rank. I'll also extend the same to the guy who brought the stone over, so don't worry! You up for it?"

After... ahem, entirely necessary acts of physical endurance, your arms are honestly fairly sore, to say nothing of your ego. That said, you're buzzing from the booze in your system, and they aren't really hurting in the way that tells you you've done something bad to them. It's a post-workout burn, which means it's totally not a problem. Totally.

"Let's do it," you say with a sharp nod. "Show me the rock."

"Right-i-o! Follow me!"

Grant leads you over to a rock of about the same size as the one you found, though this one is rather more rectangular and a bit longer. The rock is pretty secondary, though, because standing next to it is a guy who is nearly as tall as Grant, and wider than a barn door.

Well, okay. That's an exaggeration, but he's still in the ballpack of barn doors. He's a hill of a man, with a body covered in a layer of thick muscle that's reinforced by a layer of fat, combining to give him a presence somewhere around a Rhyperior, or maybe a Hariyama.

"Good, you're still here!" Grant says happily, before turning to look at you. "Kylie, this is Fisk, from Unova. Fisk, this is Kylie. Kylie here just brought in a rock about the same weight as yours, and I'm going to get you to go and lift hers to prove they are about equal, for the sake of the contest. She'll do the same for yours, and you'll both end up in first place with no complications, and you'll probably stay there. I honestly can't see anyone else bringing anything heavier, considering you guys brought in stones already much bigger than I expected. That sound good?"

Fisk glances at you, then back to Grant, before nodding. "I'll give that a go. Mind if I stay to watch?"

"Kylie?"

"Not a problem," you confirm, giving them both a pair of thumbs-up. You quickly make your way over to the rock, Fisk giving you clearance to do so, before you squat down and reach for it.

Settling into a pose that won't put your back at risk, you take a deep breath, tighten your grip, and lift with your entire body. It is, you should say, not particularly easy, but neither is it the kind of thing that would have stopped you from bringing this over, if you found it first. True to what Grant said, it's about the same weight as the rock you brought in, though honestly you're... really not good at gauging that kind of thing.

"Hold it there for a bit?"

You nod, clutching the large stone to your chest. A few moments pass, Grant checking a large, chunky watch on his wrist. He holds up a hand, counting down from five, and when the last finger drops, he nods your way.

"Alright, you can drop it."

You do, letting out a breath as it drops into the sand with a soft thump.

You look at Fisk, then, and fundamentally unable to help yourself, you give voice to a thought rattling around in your head. "I'm honestly surprised you didn't haul in something heavier, man. You look like you could rip a door off of a car, and unless I'm really misreading things, you could probably lift like twice this."

Fisk smiles genially, and the gesture transforms a rather brick-like face into something soft and surprisingly gentle, especially as the wind kicks his brown curls behind his ears, which stick out from his head like signposts. "I am not sober, it is nearly completely pitch black out, and though I am strong, I have my limits. I found heavier rocks, yes, but I decided to bring this one, as it was as heavy as I believe was safe for me to bring back, considering how I could injure myself or something else."

Considering the mass on this man...

"I really did not live up to that kind of responsibility," you blurt, and ignore the snort you hear some paces behind you. "I just went with whatever I knew I could theoretically carry back to the camp with me, honestly."

Grant claps once. "Right, so, the other stone!"

He leads the four of you - Suzume and Gretchen included - back over to the stone you brought, and unsurprisingly, Fisk has no problem lifting and holding it for as long as Grant wants him to. Once he's done, he sets it down on the sand gently, before stepping away.

Grant scans the two of you with his eyes. "I'm going to assume neither of you want to go looking for anything heavier?" he asks.

Fisk shakes his head. "Like I said, it would not be safe to get anything heavier."

Before you can say anything, however, Gretchen responds for you.

"I don't think Kylie wants to risk another Geodude incident," she chortles.

You kick some sand at her in petty revenge, but ultimately do have to respond to the pair of curious-and-concerned looks sent you way by Grant and Fisk.

"I mistook a Geodude as a rock while we were out there," you explain, excluding the fact that this happened while you were describing how good you are at finding cool rocks. "The Geodude was not thrilled when I plucked him out of the ground, and we had to run off to let the dude chill out."

Grant laughs. "Ah, yeah, that makes sense. Pokemon have been shuffled around because of all that's hit the island, and I probably should have expected a Geodude or two to end up along some of the rockier bits of the coast. They weren't enraged or anything, right?"

You shake your head. "Extremely grumpy and with unpleasantly good aim, but they stopped chasing after we got far enough away."

"I'll spread the info around so people know to be on the look out for an angry Geodude, but considering they don't seem to be a danger, we can leave them be," Grant says. "Anyhow, if someone brings over a heavier stone, I'll get you two to come over and try to lift it, or at least give you the option to regain your first place position, but until then - if it even happens - you're free to go, knowing you're the strongest rock-lifter around. Good job you two!"

You disperse at that point, and Gretchen manages to herd you and Suzume towards the bonfire, complaining about sore legs. As you arrive at the bonfire - already occupied by a good number of people chatting away - you find yourself quickly directed to a seat - a toppled-over log - and offered up a beer, which you take.

Gretchen, done herding and boozing the two of you, settles down next to you.

Mere moments after you've opened up the two new bottles of beer, and are still in the process of tucking your multitool away, you're presented with a face you really didn't expect to see:

Ceric.

"Kylie!" he beams, walking up to you with three other people joining him. You recognize only one, and it's Bai, who shoots you a smile. The other two people present are a tanned girl with short, cropped black hair and a willowy figure, as well as a dark-skinned, athletic-looking man with curly brown hair pulled into a bun.

"Hey Ceric, surprised to see you here," you say, raising your beer in the closest thing you can manage to a wave at the moment. "Let me introduce you to my friends. Ceric, this is Suzume and Gretchen. Friends, this is Ceric. I went to school in Orre with him, and just recently did a mission with him and Bai, who you can see next to him. Hi Bai."

"Hey Kylie," Bai replies, her smile lax and calm. She looks content, and you're so terribly glad to see that. "Good to meet the two of you, too."

"Yo," Gretchen greets.

"Hi," Suzume follows after, a little more subdued.

"It's good to meet the two of you, too!" Ceric confirms merrily. "Let me introduce you to Stykes"—he gestures towards the woman, who nods in your direction—"and Gom."

You offer up a smile to the two of them. "It's good to meet you," you say, before taking another drink.

Ceric pauses, then gives you a look. "...Kylie," he says, exasperated. "You went to school with Stykes. She was in our class."

You nearly choke on your beer.

"I actually shared more classes with you, Kylie, than I did with Ceric," Stykes explains placidly, her voice... naturally neutral, you want to say; her tone reminds you of your father's, when he's relaxed. "Most of them, even, I think with the exception of... I want to say meteorology basics in second year, as I skipped taking it in the first year to get an extra dragon course credit in. All the same, it is good to see you again, Kylie."

You smile sheepishly, wiping the beer from your chin. "Sorry about that," you say quickly, "I didn't—I don't..."

Stykes holds up a hand, and her expression is surprisingly gentle, even if stiff. "It is fine, though you hung out with Lazza and her friends, and I generally did not interact much with her. I will admit I am a little annoyed you couldn't recognize me at all, but considering how occupied you were with your schoolwork, I understand why. Your work ethic has always been commendable."

You flush, not expecting the compliment. "It's not like it was a huge thing or anything—"

Stykes pointedly turns to address your two friends. "Kylie was one among a select number of students with a scholarship at our ranger school," she explains.

"Hey, it's not like I had a full ride or—" you try to interject.

"As you are rangers, I expect you know the kind of scholastic effort that's required to maintain that, alongside a clean track record," Stykes explains blandly, turning back to look at you. "She was quite an enigma to our study group, and to me particularly. Lazza is a Kharite, like myself, and while I did not hang out with her, I knew a fair deal about her, so some of the pieces didn't quite fit together in my head."

Gretchen smiles. "Kylie can get pretty preoccupied with work, yeah. You're... Kharite, you said? That's a group in Orre?"

Stykes nod. "Yes, we live on Mount Battle, and I personally lived next to Loric's Vent, which is around half-way up the mountain. My family breeds and raises dragon-type Pokemon, and as I have three siblings, I was in a position to seek our a life as a ranger instead of going into the family business."

You turn to look at Gom as Stykes, Gretchen and Suzume get to talking. "...I didn't share a class with you, right?"

Gom laughs. "I was two years ahead of you, so no, you didn't. That said, when not in Hoenn, I'm stationed in the Cyffineal ranger lodge, so you might see more of me when you head back home, if you decide to go that route," he explains genially. "I've known Ceric my entire life, and spent a lot of time playing with him as a kid. I've been keeping an eye on him out here, and it helps he didn't go out to Mount Chimney, Mauville Plains, and north Hoenn with the majority of the Orrian delegation."

You blink. "Huh, they really all ended up over there, then?"

Gom nods. "The Kharite rangers are spread between Mount Chimney itself and that, uh, ash covered area in north Hoenn, can't remember the name, since they all get little notes on their file saying they can be considered partial specialists in volcanic, semi-volcanic, and ash-heavy environments. The rest mostly went to the arid parts of Chimney Highlands, and the desert, considering a lot of our rangers are specialized for those areas. I suppose you can be pretty specific about where you deploy people when you have the entire world to pick from."

"There's like, a few dozen of us out in the archipelago I think? Maybe more?" Ceric hedges, taking a quick sip from what looks to be a can of cider. "Probably more now that there's been time for people to filter over, but I don't know. Still, we're in a pretty big minority."

"Hey, do what you know, right?" you say, and get a pair of nods. "I honestly thought there just might not be that many Orrians, all things considered, which would explain why I was missing them so often."

"There is that too," Stykes interjects, looking over at you. "But we're actually pretty high up on total number of rangers deployed, if you count per capita. We're not at the top of the list - that's Almia, last I checked - but we're still up there. The only reason we sent as few people as we did is not because we lack the motivation, but because we are not many to begin with."

You hum.

"In any event, what have you been up to, Kylie?" Stykes asks, taking a seat on a nearby stool, looking your way.

You notice that, around you, others have gone a bit quiet, listening in. Not eavesdropping, not really, but waiting for a story to kick in.

It rattles you a bit, being the centre of attention, but the beer in your system helps you rally, and without much prompting, you find yourself pulling on the threads of what you went through, then putting voice to them.

"Well, the mission before last sent me over to Kanagumo Island. It's a beautiful place, with rainforest and highlands, and this one town on the coast..." you begin.

Over the next few minutes, you paint a story: slowly and by strokes, careful not to give things away too early, you walk them through not just what you went through, but make them march in the same footsteps you did. You let the clues and implications emerge in the narrative, rather than saying them outright, allowing others to put the pieces together. The crowd goes silent as you talk, going from your early first few days, to the next problem, and so on.

You're in the middle of describing discovering the vent in the mountain face when someone on the other side of the bonfire to you speaks up.

"Wait, wasn't this on the news?"

You blink. "Was it?"

"You're talking about the ammo depot, right?" the same voice asks.

"Well, uh, yeah. Bit of a spoiler, but there was an Indigo Dominion-era ammunition depot in the mount, built and used during the South Sea Wars," you confirm.

"Yeah, that was absolutely on the news. I remember a lot of people talking about the military conduct and the like."

"I remember that too," Stykes says, turning to look at you with a raised eyebrow. "That you didn't is unusual, given I recall every channel covering it. How did you miss it?"

You shrug. "I don't know how it is for you guys up in Khardun, but news out where I live isn't really trustworthy. We're close enough to get the stuff from out west, which is worthless, and the stuff that's actually local is censored enough to avoid drawing the ire of a warlord. I know there's a half-dozen pirate radio stations out there which buck that and whatever, but I never found much good in them, and honestly, if I wanted to be lectured about the great coming revolution or whatever, I'd just go bother my cousin Valun."

That gets a laugh out Ceric and a good number of other people, and while you doubt most of them are Orrian, you figure they get the implication behind your statement.

Once the laughter dies down, you work on finishing up the story, walking through your fight with Old Storm, the subsequent plan of action, and everything you did up until you left. You do omit some details; principally, while you talk about Shou at length, you never mention his surname, respecting his privacy as you did with your friends. You do, however, tell everyone that your partners' Eevee loves rolling around in anything brown and wet, which pulls some more laughs out of people.

"Eevee can be so gross, I have three and the things they've done when I'm not looking..."

As the story winds down, you find yourself on the receiving end of a curious look from Stykes.

"So, he will no longer be on your shoulder, then," she says into dull roar of chatter.

"B.B.? Yeah, he's too big now." He might not be thrilled about it, but reality is rarely nice.

"A shame, it was a rather iconic look," Stykes muses, sounding a bit disappointed.

"I still don't get that," you admit. "Did everyone know me as the girl who carried her Whismur around on her shoulder?"

Stykes shrugs. "It was either that or your status as a scholarship student who is, presumably, at the top of our class, yes."

You throw your hands into the air, thoroughly done.



It's only after a few more stories (and one more beer), ending with one particularly nasty walk-through of a girl being stuck having to deal with recently-displaced Treecko participating in guerilla against a ranger delegation sent out to help clear out dead trees, that Suzume adds her voice to the chorus.

"You know, all of this makes rousing Torterra seem so banal and gentle by comparison," Suzume says into the open air. Attention slides over to her, and while you watch her chafe under it for a moment, she quickly rallies and continues. "Anyone here from Sinnoh?"

A surprising number of hands go up.

"Then you all know what I mean, right? Gods, it really feels like yesterday that we were prepping for that back in spring. So, like, part of ranger school is getting us prepared for dangerous situations, which can be hard, and one of the major ways they do that in Sinnoh is with spring-time Torterra," she explains. "The entire Turtwig line hibernates during winter, burying themselves up to their cultivated plants, which they use during winter to sustain themselves. Once spring comes around and it gets warm enough, they'll wake up and emerge again. For Turtwig and Grotle, this isn't a big issue—Grotle can be pretty big, but they're not that huge, and rarely leave more than a dent in the ground when they wake up. Torterra, though, are very big, and they generally hibernate next to or within forests, with the tree on their back resembling just another part of the tree line. This makes them hard to pick out, and considering how big their emergence is, it's a bit of a hazard come spring."

"We once got a week off school after a Torterra emergence took my school's water pipes with it," someone says from inside the crowd.

"Lucky, the last time a Torterra emergence affected me, it just meant I couldn't cut through Old Whitkins' back yard anymore."

Suzume rolls her eyes. "Anyway, so, that's where we come in. Every spring, every ranger school in Sinnoh will dedicate their population to going out to the nearest Torterra hibernation site and teach the kids there how to identify Torterra trees separate from normal trees, and to wake at least one of them up. We wait until it's warm enough that there's no risk of doing so, and we're just giving some of them a head start. It's a good way to teach us about safety, because Torterra emerging is dangerous. They can crush you, they can attack you as they wake up, confused, they can cause sinkholes and even landslides if they're badly positioned. As the years go by, you get sent to handle more and more complicated scenarios, rather than just participating in basic wake-ups."

"It's also a big part of first-year-out-of-school ranger work up there," someone adds. "Torterra are everywhere in Sinnoh, and only really grow scarce really far north, and even then there's still Torterra up there. Everyone has to deal with them, and public safety is mostly handled by just keeping people away from suspected Torterra resting sites."

Suzume nods. "So it's good that we learn it, but it's also like, civic work, because Torterra love being partially under things. Ideally, they just find a rock under the ground to tuck their head beneath as they sleep, and they're right as rain, but as someone pointed out, they'll also go for pipes, building foundations, all sorts of things you do not want Torterra to be ripping through as they wake up. It's honestly a bit of a rite of passage, I think? I might be overblowing it, but... like, I know some people who dropped out after our first spring visit to the Torterra, because for a lot of people it could be the first time you're this close to something that could accidentally kill you just like that. It's a good way to teach us that rules and codes are around for a reason, yeah? You can only watch a Pokemon knock over cars or trees before you realize what would've happened, had you been standing on them or, gods forbid, tried to cut a Torterra's tree down."



Stories continue to be traded, and eventually, the fire's burned down enough to require some additional wood, and that wood needs to be chopped. The call goes out, and you respond before you can really think better of it, volunteering to help chop some wood.

Suzume, a little less sober than you are at this point, grabs your arm before you can leave. "You did a lot of exercise today," she points out, fairly. "Are you sure?"

You give her a smile.

"I'll be fine."



New Message(s) from Shou!
Thanks for keeping me updated, and for your concern. Everything is going well.

We're wrapping up now, and I should be back by tomorrow. I apologize for sending this so late, it's just the only time I've had to myself. I'll see you then, Kylie.




You are not, in fact, fine.

"I am so sore," you complain at the breakfast table.

Suzume, uncharacteristically, gives you a very obvious 'I told you so' look.

You pout at her.

"Say it," she instructs.

You scrunch your mouth up.

"Say it."

Your composure breaks, and with a laugh, you pull yourself upright. "Alright, alright. You were right, Suzume, I shouldn't have gone chopping wood like that. It was way too much."

"Wouldn't have been if you didn't spend several minutes trying to make me puke," Gretchen complains.

You stick your tongue out at her.

"Ah, dopamine," Suzume relishes, voice satisfied. "You're good, though, right? You've taken painkillers and stuff?"

You nod. "Ibuprofen and muscle relaxants, I'll be fine in half-an-hour."

"Don't you have a lot to do today? I thought I heard you mumbling about that this morning," Gretchen says, giving you a bit of side-eye.

You open your mouth to refute that, only...

"Well, I'm going to the Mantine races because I need to win that one too, and then I need to go and do some training after that with my team, and... well, Shou's back tomorrow in time for the potluck, so I'll need to get started on that, since Laine's recipe requires a decent fish stock..."

"You sure you can manage that?" Gretchen asks, sounding a little concerned.

You breathe out. "Yeah, I'm pretty sure. A lot of it won't be that intensive, the only thing that qualifies should be the Mantine races. The training might go that way if I'm unlucky, but I've made progress there that should mean it's low odds."

Suzume hums. "Well, take it one step at a time. And maybe try to lift fewer things in your life."

"Girl, these guns are made for lifting, that's non-negotiable."



It's an hour before noon when the Mantine races are slated to begin, and you find yourself standing amid a reasonably-sized crowd, watching a single woman step up onto a small platform. She's dark-skinned, with an infectious smile and a completely bald head. She's dressed in swimwear, just like the rest of you, though she has a full wet suit, as opposed to your board shorts and swim top.

Your body is much better than it was this morning, with painkillers and muscle relaxants working. As it stands now, while you'll be sore after this competition without question, you can push yourself as much as you normally would without issue or concern for your condition.

"Welcome to Akia Island's one and probably only Mantine race competition!" she greets cheerily. "Today, you will be competing for bragging rights of the highest capacity, and I hope everyone can have some fun! The basics for this race are simple: a ways behind me is a dock we've temporarily set up, and straight out from there is a series of three small islands. You will ride between those islands on a Mantine, zig-zagging between them and then repeating the process in the other direction as you come back. You'll gain additional time on your lap for missing turns or clipping an island, and you'll be disqualified for that attempt if you fall off. You'll have three total attempts, and we'll pick the one with the shortest time. This is, I need to remind everyone here, for fun and also for learners inexperienced with the sport, which brings me to my next point: show of hands, please, who here has ridden a Mantine before?"

Your hand goes up, as does the hand of about one-third of the crowd.

"Alright, now, show of hands, how many of you have done an actual Mantine race or competition of any kind?"

Your hand goes down.

It is, as it would turn out, the only hand to do so.

Eyes turn to you, and you shrug. "My family owns a Mantine, and I spent a lot of time riding around on him when I was younger."

"So, everyone who hasn't ridden a Mantine before, please follow my friend over here to the side, and we'll get you acquainted with what you're going to do. As for the rest of you, please follow me!"

The woman guides you, along with the rest of the experienced riders, down to the set of docks she mentioned before; they're a simple collection of about seven extensions, jutting off of the island, all pointed in the general direction of, as she described, a collection of three islands no bigger than a king-sized bed apiece, all arranged in a straight line.

"You guys will be going first, for the sake of expediency," the woman explains, turning to look at the rest of you. "We've got five Mantine with us, and you can pick whichever one you want to go with. There's a sign-up sheet over there for each, and it includes a description of each Mantine's behaviours and habits. Read it, and make sure you're choosing a Mantine you think you can ride. Genuinely, there's no problem in taking this slow and making this a relaxing ride for you, I only arranged this as a competition to get people invested in it. I really just want everyone here to have some fun with the wind in their hair, yeah?"

There's a general murmur of assent, though you see more than a few people who clearly are not about to actually pursue that line of behaviour.

"Anyway, go ahead. Janice will be busy managing the new riders for a while yet, so read over each individual personality, figure out what you're comfortable with, and jot your name down. We'll be rotating through all five of the Mantine as we go, to make sure they're not too tired or ridden too hard, makes for a more equal challenge."

The crowd stirs, moving forward, and you follow.

Choice:
As a note, your competency in these events is based on your handling and athletics level, but is not statistical or roll-based in nature. There is a limit to how far Kylie's skills will take her, if you want to go in that direction, and I'm leaving it up to you to figure it out.

[ ][Mantine] You pick Cloudsipper
Cloudsipper is described as gentle, with great handling, but fairly slow in comparison to his peers. When not moonlighting as a racing Mantine, Cloudsipper's spends time helping to teach kids how to swim, and aiding his trainer, a lifeguard, in their daily work out on the beach.

[ ][Mantine] You pick Beverley
Beverley is very responsive, with the best handling out of any available Mantine, but struggles with a slow ramp-up time for speeding up or slowing down. She is also somewhat timid, and may avoid riskier plays. Beverley's day job is as a ranger's partner, with her main focus of work being deep dives under the ocean for a variety of missions.

[ ][Mantine] You pick Zine
Zine is described as stubborn, prone to taking longer to respond to riders he doesn't like, but is fiendishly quick and accelerates so fast it's actually something of a negative. He's noted for being pretty good at turning, if not quite as good as Beverley, though the way he takes turns means they're often rough on the rider. Zine spends most of his time with his ranger partner working as a recon specialist, helping to track smugglers and potentially at-risk Pokemon over the ocean.

[ ][Mantine] You pick Tom
Tom is reasonably agile and very fast so long as he can build up to it. That said, he's almost too responsive, taking sharp turns with only gentle prompting, which in the hands of an unprepared rider can easily lead to you eating surf. He's well-accustomed to a highly experienced rider, and doesn't take well to any sign of hesitance. Tom is one member of a much larger team, and lives his life doing a variety of ranger-related jobs with his partner and their team all across Hoenn, with no particular specialty in mind. He is noted as loving mayonnaise; how, precisely, this was discovered is left unsaid, perhaps for the best.

[ ][Mantine] You pick Socks
The first thing that greets you with Socks' description is a warning telling you not to try to use Socks unless you are absolutely certain you have the skill to handle her. Besides that, Socks is by a wide margin the fastest Mantine out of the available options, and is described as a 'speed freak' no less than three separate times; she seems to enjoy going fast, and it's up to an experienced handler to control all of that bottled-up energy. She's also not great at turning, but if you can thread the needle, one can only imagine the times you can set. As for Socks' usual job, she spends much of her time with her ranger in freshwater ecosystems, particularly in the vast rainforest-fed, turbulent rivers of Hoenn's mainland, where her powerful swimming lends her a unique advantage.

In addition to choosing your mantine, you may choose your riding strategy for the upcoming race:

[ ][Ride Style] You ride carefully
You will prioritize making it across the finish line by being careful and keeping to a fairly slow speed, while also avoiding any risky actions you might otherwise be prompted to take. You're basically guaranteed not to win, but it will be a more relaxing ride, if you're up for it.

[ ][Ride Style] You ride briskly
You will try your best to maintain a competitive speed, and in doing so make riskier choices, however you will also try your best to not end up beached somewhere or flailing in the ocean. How this plays out will depend on you, but there is at least a good chance that you'll do quite well.

[ ][Ride Style] You ride audaciously
You will do your utmost best to win, with no compromise, and take every single option to go faster that you have available. You will try to thread every needle, take every turn as sharp as you can, and it will be entirely up to your own aptitude to decide whether or not this goes well for you. Paired with the wrong Mantine, you're guaranteed to not even finish a lap, but with the right Mantine, and you just might win.
 
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d.5 New
Vote results

Quick summary:
[X][Mantine] You pick Zine won with 23 votes, [X][Ride Style] You ride briskly won with 22 votes.​

Of the options you have available, you end up deciding that Zine is your best choice.

The reason for that is fairly simple: he is probably the fastest Mantine you can feasibly ride, out of the ones available. You don't intend to do everything in your power to win, here, but you do want to at least give it a try, and Zine should give you that chance without also being too much for you to handle.

Granted, taking Socks for a ride would be fun, but it's less than realistic to assume you'd cross the finish line on her, especially with years of rust to work off. You haven't ridden Angus since you were in your teens, and even then, while Angus is reasonably fast - especially when, say, the two of you found some trouble, which happened occasionally - the density of warnings around Socks tells you those experiences are probably not comparable to what you'd put yourself through if you went with her.

That in mind, you pull away from the notes and scan the crowd, and soon after find the woman who just finished telling you the basics of the contest.

Making your way over, you meet her eyes, and watch as a smile flashes over her face.

"Hey there," she greets, once you're close enough. "Got any questions?"

You shake your head. "No, just here to say I've chosen which Mantine I'd like to work with. I'm going to go with Zine."

The woman brightens. "Good choice! Gimme a second..."

She pulls out a notepad and pen from a hip-mounted satchel, then looks back up at you.

"Name?"

"Kylie Parsons."

She nods, quickly jotting that down on her notepad before stuffing it away again. "Alrighty! You probably won't be the only person to take Zine out, but since you're the first to ask, you'll get the privilege of hanging out with him before anyone else. Follow me!"

She starts off without waiting for a reply, and you find yourself jogging to catch back up with her. She leads you away from the crowd and down the slope of the beach, dodging around dried seaweed and the occasional, irregular stone, then up onto the temporary dock, trotting across the easternmost section. Arriving at the end of the pier, she squints out into the open water for a moment, before slipping her thumb and forefinger into her mouth and letting loose a sharp, ear-ringing whistle.

A few paces out into the waves, the water shifts; heads pop up from below, antennae jutting from foreheads, a veritable pod of Mantine taking shape. All of their gazes direct themselves towards the woman, curious.

"Zine!" she calls out. "C'mere!"

Zine reveals himself by breaking from the pack, rising up enough that he can skate across the water, as opposed to swim through it. He putters over to the edge of the dock, swinging in to stop just next to it, and offer an inquisitive look directly up at the woman. Up close, and with most of his body now out of the waves, you can see he's already wearing riding gear: a harness with a platform on the back that's occupied by two handlebars, a small seat in the centre, and some parts near the very bottom of the platform that look to be textured, for the sake of gripping onto your footwear. It's not exactly how riding gear looks back home - and... frankly, you often rode on Angus with nothing on his back or, alternatively, a piece of riding gear that mostly amounted to a waterproof sheet and a strap - but it's still familiar enough to you, thankfully.

"Maaaan?" the Mantine drones.

The woman grins. "Right, so here's Zine. Zine, this is Kylie, she'll be riding you today. I need you to stay here and get at least a bit comfortable with one another, alright? Remember, stay."

Zine makes a noise somewhere between a whine and a teakettle.

The woman turns back to you, still grinning. "He won't bite, he's been trained better than that, and I would know, since I'm the one who trained him."

You pause. "He's yours?"

The woman nods happily. "Yup! Hand raised by me, even. In any event, get to know one another, and if something comes up, you have any questions, or if you just need me for something, call for Haili and I'll be right over, alright? You two have fun."

And just like that, she's gone again, climbing back up the sandy slope of the beach. You watch Haili as she goes, the way she immediately swerves to the side and throws herself into another conversation with a pack of somewhat-lost looking people milling near the edge of the sand.

Turning back to Zine, you find the Mantine staring up at you with some amount of wariness. It's not, you reckon, that he thinks of you as a threat, but rather you're a random stranger who he's been instructed to exist in proximity to. He doesn't know you, and to be fair, you don't know him, either.

So, you better change that.

Approaching slowly, you arrive next to Zine and sit yourself down onto the edge of the dock, dumping your legs into the gentle ebb and swell of the ocean. Hoenn's waters are still unthinkably warm to you; it's not that Orre's waters are overtly cool - it's more that they're cool relative to the land they run into - but even here, the difference is pretty stark. This is a rather lot like dipping your legs into warm bathwater, which you're still not sure how to feel about.

Zine retreats a bit at your intrusion, wings fluttering in the slight waves, but when he identifies you're not doing anything more than sit there with your legs in the water, he seems to regather his confidence. He glides around you for a moment, taking a half-circle route while keeping his gaze locked on your legs.

"Hey there," you say, adopting a relaxed tone. Zine's head twitches, antennae bobbing. "It's good to meet you."

Zine hesitates again, still gauging you, but this one lasts much less time than the first. Slowly, he relaxes, wariness peeling back and replaced by genuine curiosity. A moment later, he swims in ever-so-closer, and begins to sniff and inspect your legs.

"The note said your day job was as a tracker, right?" you say, keeping your legs still for Zine's continued investigation. "Which means you see a lot of scary things out there with Haili, I'd assume. Makes sense to me that you'd be a little spooked by new faces."

Zine shifts minutely in the water, and a moment later, you feel something long, flexible, and fairly ribbon-like close itself around your ankle. That would be his tail, feeling your ankle over in curiosity. Mantine tails are pretty important for the species, from what you remember; they're used to anchor Mantine in place during bad weather, so long as they have access to something to tether themselves to.

"Angus used to grab me a lot with his tail," you say, briefly lost in memory. "Used to annoy the piss out of me, if I'm being honest. Younger me was convinced I was totally safe hanging half off of a boat, and all Angus was doing was stopping me from getting a better look at passing fish. With hindsight, I'm pretty sure I would've fallen into the ocean way more often without him."

He also used his tail at times to anchor himself to the highest point on the boat, and go kinda limp while waving in the wind. You're... pretty sure that's not a natural or learned behaviour, your mother always got embarrassed about it, but nothing short of putting him in his pokeball would stop Angus when he decided he needed to roleplay as a flag.

"Mantine," Zine burbles, coming in closer. The wariness is gone now, you see, though there still remains a certain amount of hesitation. "Tine?"

You reach out, extending your hand towards his face in silent offering. Zine pauses, catching your eye, before he slowly leans in and gives the heel of your palm a few good sniffs.

"You're not a whole lot like Angus, though," you admit. "I think that comes down to him knowing me since I was an infant. With the way you're sniffing me and grabbing onto my leg, you're reminding more of Urchin than anything else. If you start gurgling, that'd probably cement the comparison."

"Maaaaan?" Zine coos.

"Eh, yeah, you're probably right. Not enough spikes."

Zine pushes forward a bit more, pressing the space between his antennae up against your palm while angling the rest of his body to curl around you. You find that a lot of people forget this, but a Mantine has a wingspan of nearly seven feet on average, coupled with a body about half as long as their wingspan, and a weight of around four-hundred and eighty pounds. This is, by every definition, a lot of Pokemon to be dealing with, let alone when you take into account their sheer surface area.

Their size can make close touch like this a little awkward at times. Angus' typical solution was to lay on you - not with his full weight, but certainly with enough of it to be obnoxious - and only release you once you either made enough of a fuss or supplied him with a great deal of chin scratches.

It would seem that, instead of chin scratches, Zine appreciates a good scratch between the antennae. Mantine tend to have pretty significant differences in where they like being touched; some, like Angus, have a chin always ready for scratches, others enjoy a good belly rub, and some even like having their wings rubbed or tail scrubbed.

You apply the attention Zine so clearly wants from you, earning yourself a relaxed coo as you rub your knuckles into the space between his antennae, massaging up and down his head. His eyes flutter shut, and his wings begin to roll like waves on either side of him, keeping him as still as possible for the sake of optimal, hands-on attention.

You would freely admit you lose track of time like this, if asked, focused instead on petting Zine on the head as he relaxes next to you, as comfortable as any Pokemon can be, when they've known you for all of a handful of minutes. Your industrious work, spurred on equally by the delight of making a Pokemon happy and relaxed as it is your memories of Angus on his back, receiving chin scratches from you with one hand as you used the other to do your homework, is only interrupted when you hear footsteps approach from behind.

Stopping your pets - and earning yourself a confused grunt - you turn your head to find Haili shooing a tan-skinned, shirtless man in your direction.

He approaches you with a spring in his step, and you take him in. The only article of clothing he's wearing appears to be his board shorts, which you can't help but notice are covered in a pattern of interlocking carrots. He's about a head taller than you, and has medium-length, wavy black hair that's been tucked back into a small ponytail at the base of his skull.

He comes to a stop just a few paces away, and you give him a smile. "You here to meet Zine? Give me a few seconds and I'll untangle myself."

The man gives you a confused look. "You're fine!" he insists, and his Daugo immediately gives away that he's from Alola, given the thick accent riding the back of every vowel. "Don't go, Zine looks happy and comfortable, and I can just join in. He knows me anyway, don't you, my guy?"

Zine, drawn in both by the voice and the ongoing lack of scratches, pulls his head further above the water to stare at the man just next to you. He tilts his head to one side, then dips his head back down and blows into the water, creating bubbles.

You're not sure what that means, precisely, but it draws a wider smile out of the man.

Without waiting a beat, he quickly makes his way over to your side, giving you a bit of space, then dropping down just as you are, hanging his legs into the water. A moment later, he turns to you, and extends one calloused hand in your direction.

"Alola! I'm Kalei."

You take his hand, and he gives you a firm shake.

"Kylie."

His face brightens with mirth. "Similar names!" he says excitedly.

You can't help it, that smile is pretty infectious. "Similar names," you agree, not fighting the upward pill of your lips.

Zine takes this opportunity to protest the ongoing lack of attention by ramming his head into Kalei's knee.

"Oof, yeah yeah, I know, here's some scritches you greedy guts," Kalei says with a laugh, releasing your hand and dropping it onto Zine's head. "You know, you're in an awfully gregarious mood. When I met you the first time, I distinctly remember you nearly getting into a fight with Beverley over a basking spot."

That name...

"That wouldn't happen to be the Mantine named Beverley I saw mentioned, would it?" you ask.

Kalei doesn't look up from Zine, but nods all the same. "It sure is. I'm loaning Beverley out to the competition here so she can get some more experience handling unfamiliar people, it's always good to touch up on the basics. Most of the Mantine here actually have their partners nearby, though any of us taking part in the race - like me - aren't using our partners for it. It wouldn't be fair for the rest of you, honestly; even if Beverley isn't as fast as Her Majesty, Socks over there, I could probably outrace anyone here on Beverley's back just from sheer familiarity. We want people to actually have a chance, and hey, I've wanted to try riding Zine for a while now anyway."

"Huh," you say. "Well, thanks for being fair?"

"Kinda have to be, since we want to introduce people to the sport and to Mantine in general, get people interested, that kind of thing, which is hard when we're sweeping the competition with unbeatable times," Kalei explains with a shrug. "We're actually a bit of a crew, over in Alola, all of us with Mantine. Mantine are really common back home, and most lodges already have at least a few people partnered with Mantine. It was only a matter of time until enough of us graduated at around the same time for it to be notable, and that's what happened. We created this... ugh, there's better words for this in Alolan. Clique sounds nefarious, union doesn't work, we're not advocating for something. We just hang out and keep our Mantine familiar with each other."

You can't help but notice he rambles. It's... honestly pretty charming? And equally disarming.

"Must be nice having someone you can ask questions and the like," you say. "It's not like I couldn't find my own information, but I don't think there was anyone else at my ranger school who had a Whismur and was going to the school at the same time I was, though I doubt there's nobody with a member of the Whismur line in one of the lodges back home. That said, I am confident there won't be anyone with a Mareanie, though, so I have that going for me."

"Oh? Where are you from?"

"Orre," you supply. "Over there, Whismur are only common in my neck of the woods—Cyffineal—and Mareanie have no presence whatsoever. I suppose it's possible I could run into someone who had a Mareanie imported, but that's expensive and generally if you have that kind of money, you aren't going to be a ranger."

Mainly because you'd have to either be related to a member of the upper echelons of a warlord's gang, or alternatively just literally be part of it yourself.

"Ah, Orre. That would explain why I couldn't recognize the accent—I have almost literally no knowledge of that place," he announces with what you can appreciate as a great deal of brevity. It nearly yanks a laugh out of you: you much prefer it when people are open like this, you'll admit.

"It can be pretty hard to get useful or accurate information on Orre if you're not there, yeah," you confirm.

"It is still neat to meet a person from a place I have never been, and know little about," Kalei declares, before idly tilting his head off to the side. "And I would interrogate you about it—I am very curious—but it seems like the competition's starting up."

Shifting your gaze in the same direction, you find a small crowd has congregated on the opposite end of the dock to where you are, currently hovering around a somewhat paler - if still somewhat tanned - lanky man as he sidles onto the back of one of the Mantine.

"And it is Aikeni, no less," Kalei says with growing mirth. "Riding Queen of Our Small World, Socks, as he promised he would."

"Can I ask about that?" you say, after picking up on the second, increasingly long title he's appending to Socks' name. "What's the story about Socks?"

Kalei snickers. "Socks is the partner of Janice, the newest member of our Mantine... crew, yes, let's go with crew. She's from Hoenn, and came to us when Groudon and Kyogre were active. All those storms knocked out the majority of power in Hoenn while they were ongoing, and the signal was spotty because of interference, so Hoenn was struggling to get requests for aid out and ready. Rangers were sent out to escape the storm covering Hoenn, and Janice rode to Alola on her Mantine through the worst of the storm to reach us. She bunked with us over in the main headquarters as she and her partner healed."

You process that. "So Socks, and her partner, rode through a boiling storm produced by two legendary Pokemon."

Kalei nods excitedly. "Yes! It's why we immediately roped her into our group and I continue to give Socks grand titles, because that kind of thing... it is something one must celebrate, if not replicate, ideally. Heroics are great, but should only be used when heroism is necessary. Aikeni is one of the ones who got closest to Janice while she was with us, and he's decided he can totally handle riding Socks, even when Janice insists he might not be prepared for it."

"Does Aikeni have a Mantine he's loaning out?" you ask.

Kalei shakes his head. "No, his Mantine, Tulip, refuses to let most people ride her, and isn't good with strangers. She can be trouble at times, but I think he has bitten off more than he can chew, and it would not be the first time he's done so."

There's a pause, you hear the distant call of a countdown. Kalei says nothing, letting the anticipation build.

The countdown, at some point, reaches zero.

Socks rockets forward, Aikeni on her back. The two of them spear across the water like a bullet, throwing up a blast of surf as they pass, so fast it's almost hard to follow with the eye. In what feels like mere moments, they're already at the first island.

Which is where Aikeni's first attempt ends, as an aborted turn proceeds to dump him straight into the sand, face-first.

Kalei erupts into a cackle, loud enough to draw multiple gazes over. A few people look disapproving, but you can't help but notice Haili, at least, is laughing with him.

Aikeni, pulling himself off of the island, glances around briefly, then flips Kalei the bird, apparently still able to hear him even at this distance.

"Try turning!" Kalei heckles, cupping his hands around his mouth.

"Eat me, you Obstagoon!"



It's not that long after Aikeni that your turn comes, and you find yourself slowly working your way onto Zine's back.

Zine is stable underneath you, not moving much even as the wind continues to kick up surf. He's clearly used to being mounted like this, and you've gotten familiar enough with him that he isn't worried about you being up there. Still, there is a thread of tension you can see and feel in his wings, a slight stiffness that isn't the result of the harness and riding gear.

You lean forward, digging your heels into the grippy, textured area near the back of the riding gear, then gently coax your thumb up and down the skin between his antennae. "Good job, buddy," you murmur, and your voice manages to earn results; the movement in his wings becomes a bit more fluid, less jittery, and you feel him adjust more actively to your weight and presence, getting used to you.

To be honest, you're also getting used to him. Getting on Zine had been a bit stiff and awkward, but now that you're here, with the riding gear beneath you, your body has begun to remember the way it needs to move and hang to ride. There's parts of you that relax, and other parts that tighten, all without conscious effort as you gradually get comfortable.

This is still somewhat new to you; it has been years since you last did this, and when you did, you were both shorter and less physically fit. Yet, even so, as your stance settles, you find this has all started to feel... natural, easy, like remembering how to ride a bike.

It's a relief, that on some level you still know what you're doing.

Pulling your hand away, you settle your grip onto the handholds near the top of the platform, then drop forward a bit, until your knees bracket the seat, but your legs are still positioned that you can rise in an instant if needed. Zine relaxes further, picking up on your mood.

You take a deep breath: in through the mouth, out through the nose. The smell of the sea sits thick in your lungs, and you relish it.

You turn to Haili, who is waiting patiently for you next to the dock.

"We're good to go," you tell her, giving her a smile.

Haili shoots you a thumbs-up, then steps away, turning to the crowd. "Alright! On five!"

You focus your gaze back ahead of you, to the three islands you'll need to weave between.

"Four!"

You rise a little, angling yourself forward. You clench and relax your fingers, working out the jitters.

"Three!"

Another deep breath, same as the last.

"Two!"

A breeze kicks across the water, tousling your hair.

"One!"

Your heart beats calm and sure in your chest.

"Go!"

You urge Zine forward with a sharp push.

It's a genuine shock, just how fast Zine is. It's as though the Mantine was simply hiding all of that forward momentum somewhere else, and only now remembered to bring it out. One moment, you're by the dock, and the next, you're simply not; the wind screams in your face, your hair waves behind you, and the surf is crashing up around you, from serenity to chaos in just an instant.

Your first instinct, then, is to haul back on him, which turns out to be both an intelligent decision and a stupid one at the same time. Zine is, you discover in one chest-pounding moment, capable of decelerating at about the same speed as he accelerates, which is to say, near-instantly. You almost snap to a dead stop before the powerful shove that physics applies to your torso actually drives him forward again, this time with, thankfully, less acceleration than the first.

You readjust for a third time, trying to find a balance; Zine is reactive, that much is clear, and with the way he can gain and lose speed, it can be fairly jarring. What it doesn't mean, however, is that he's uncontrollable, and you find just the right amount of pull to make him slow, but not try to stop, in the next few moments.

Which is key, given the first island is approaching rapidly, and you are officially out of time to learn Zine's controls. Dodging the island altogether would not only lose you points, but it'd also not get you any more comfortable with Zine than you are now. You are just going to need to rely on your instincts and your grasp on Zine's reactions to make this work.

That said, you can take it a bit easy—it's only your first lap, and after that initial scare, you're not about to try to take these islands at a sharp angle.

Coming in at not quite his top speed, you coax Zine to the side, tilting him up; one wing dips deeper into the water, while the other rises above it, throwing up a spray, and just like that, you turn. It's a wide curve, one that Zine could easily do better than, but it brings you around the first island without hitting it or anything else for that matter, and spits you out not too far from the second.

You take the turn again, curving wide; you dip him in the other direction, throwing up another spray as you do, and feel something... click, for lack of a better word. Your legs slide back a bit, your heels find purchase on the textured bits near the end, and you rise up until your knees are no longer on the platform. The change in position cushions you as you ride into rougher surf, approaching the more distant third island, letting your arms and legs take the impact before it's distributed into your torso.

The way the three islands are arranged is that the first two islands are relatively close together, and the third is a bit more disjointed from the rest, with more space to work up to it. It's that space which gives you the time to do all of this, to prepare, and to make a decision:

You'll try to take this last island more sharply than you have the first two. A proverbial toe dip into being competitive, if not quite a full commitment just yet.

Sucking in a breath, you focus, and do just that. Coming in on the last island, you wait until it's just about to arrive when you start to turn; you still give Zine plenty of clearance, you don't want his wing hitting earth beneath shallow waters, and you might have given him a bit too much clearance, everything being equal, but you certainly take this full turn far closer than you did the first two.

Swinging around the full length of the island, you shoot forward towards the two islands on your way back, and weave between them with turns somewhere between the sharp one you took for the third island, and the wider, more careful ones you took initially. It's not perfect, and you're still a bit jerky as you're riding past the last of them, but it gets you back to the dock without issue.

You slow to a halt at the dock you just left from, finding yourself on the receiving end of some genuinely delighted clapping and hooting.

You look towards Haili, breathing a little hard.

"Forty-one seconds!" Haili declares, hoisting her stopwatch up above her head. A cheer rises through the crowd, short-lived, but certainly heard. "Good job! Bit of a rough start, but that's normal for all of us, just ask Aikeni. Do you want to do your other two laps?"

You nod. "I do."

Because you know you can do better.

"Alright! Get into position!"

Guiding Zine around, you settle into place next to the dock, and listen for the countdown.

It comes, then—

"Go!"

This time, you decide to lean into Zine's incredible acceleration, rather than flinch away from it. You'll admit, doing so feels a bit like being punched by gravity, but with your new stance, it only leaves your fingers and shoulders tingling as you spear across the water, rapidly approaching the first island. You feel Zine fall into sync with you, body primed for a response, more comfortable at this speed than he was at the uncertain, come-and-go pace you had before.

And here, in that moment, you deploy your gambit.

Zine's strength, evidently, is that ability to gain and lose speed on a dime. There are ways to do this, no doubt Haili has become a master at turning this potent source of force and speed into useful ways to get around or handle situations. You do not have time to master it, but you do know how these things generally work.

As the turn rapidly approaches, you haul back on Zine and rotate his back half with your legs, swinging it out with the sudden stop, and what the combination of kinetic forces and turning produces is something between a drift and a two-point turn. Zine stops, almost completely, carrying forward only a few more feet of distance, while his back half rotates the rest of his body - and you - at your prompting until he's facing around the curve of the island, all in one smooth, single-second motion.

Then, you drive the harness forward, and he rockets across the waves again. A sharp turn, taken in mere moments. Now, you don't take these turns are close as you could, you still leave distance to be safe, and if it cuts into your time, so be it, but as you snap into place for the second island, and do the same thing again, you know this is more than competitive.

A sharp stop, swing Zine's back out with your legs as you stop him, then punch it forward. A three-step action, and often not done as fluidly as you'd like, but nonetheless it's still done, and with little delay between moments.

Before you know it, you're arriving at the third island again, and unlike the last two turns, you take this one in a somewhat close, regular turn. You're not quite ready for the positioning that will require out of you, and want to at least get this lap down, so if you foul it on the third, you'll have a good time to fall back on.

As you arrive around the side, you drive forward again, and though your shoulders and torso buzz like they're full of bees, you take your return trip the same as the rest. The spreading fatigue in your arms catches you off-guard for a moment, losing you a moment here and there, but you make it back to the dock all the same, to the sound of some genuinely excited cheering from the crowd.

As it does down, Haili hoists her stopwatch up again.

"Thirty-five seconds. Holy shit is that an improvement!"

You grin, adrenaline pulsing in your ears. A flush of heat rides over your cheeks, but you don't fight it; you're proud, you're happy, you're thrilled.

Haili meets your grin. "Ready for your last round?"

Taking a few deep, deep breaths, you nod.

"Bring Zine around, and get ready. You're doing super good!"

You nod, guiding Zine back into position. As you do, you briefly drop out of your crouching stance to rest your weight on the seat and take the opportunity to flex and shake your hands out, while rolling your shoulders and getting your neck as loose as it's reasonably going to be, considering the things you're putting it through. It's not much, and quite frankly, even with the stretches you did on the way over, it's not enough, but it will have to do for now.

You have a crowd to show off to.

Will you win? It's unlikely, as despite being disqualified for two out of three rounds, Aikeni still got a time in, and it's well below even the time you just put out there. Socks, when handled well enough to avoid eating sand, is just that fast, and you know there are others here with more experience than you.

But, it doesn't mean you can't try.

Rising back up again, you close your hands around the handlebars, brace your feet, and let all that tension roll in and out of you like the tide. The growing aches and reminders of your physical activities over the last few days retreat into the back of your mind, and you feel yourself align more with Zine beneath you, following his angles and slight movements.

"Let's make this three-for-three, Zine," you murmur over the sound of the countdown.

"Man!"

A grin pushes itself over your face. It's probably not a polite grin, nor a dignified one, but you'll be damned if you aren't having fun.

"Go!"

You fire forwards, driving Zine's acceleration as hard as you can. The first island approaches in what feels like a flash, and this time, you're in position to own the course. Your first turn is sharp and immaculate, and your second is identical, weaving you between the first two islands without any of the jerkiness you dealt with in your second lap.

The third island approaches fast, leaving you no time to think or reconsider or anything. You go for gold.

Coming up on it, you adopt the same strategy: you arrive near the side of the island, drive Zine to a dead stop, spin his back end around, and kick him forward. This alone wouldn't be enough to get you around the island, not quite, and so you do it again, just mere moments later. The repeated impacts are harsh, mainly on you, though you can hear Zine grunting under the effort, but—but—

You clear the side of the third island and rocket for your return trip.

Two more islands to go, and they are both hard on you. Strength is ebbing from your arms from the effort, and you're forced to put your back into it to get the first turn down. The second is mere moments after, and you suck in a sharp breath.

"Last one!"

Coming up on it, you snap to a near-instant halt; the world slows, quiets, in that brief moment as you turn Zine with your legs, knees buzzing with the ache. Then, the world resumes its regular course, and you rocket forward with a push, clearing the final island to the roar of the crowd.

Then, you remember you're currently charging at full speed towards the dock, and pull hard. What follows makes it almost look intentional: Zine snaps to a near-instant halt, which prompts your legs to briefly slip and kick his back half out. Zine, accustomed to that kind of command from you by now, helps you along, and by the end of it, Zine slides to a humble stop next to the dock, already angled forwards again for whoever might want to next ride him.

"Thirty seconds, putting you in second place! Congratulations, Kylie!"

There's another roar of delight from the crowd, but you aren't really focusing on that. Instead, you're focusing on how your body feels, which is to say, it feels like you were just put through a wash and dry cycle. Your arms are buzzing more than they're aching, but your shoulders feel... mildly rearranged, and your legs, oh, your arms might buzz with the promise of future aches, but your legs are reminding you how much of the weight they were lifting over... shit, probably just the last few minutes?

Was it only a few minutes? It felt like... hours and days and more, all at once.

You manage to crawl off of Zine and up onto the dock despite your body's fatigued state, though Haili quickly swoops in to help you up. Standing upright after something like that is a bit like arriving on land after being at sea for a week and expecting the ground to move, which makes it rather disorienting. Also your hips hurts like someone just took a ball-pen hammer to it, among other things.

"Thanks," you say to Haili, once you're certain you're not about to fall over and make a fool of yourself.

"You did super good," Haili gushes, patting you on the shoulder. "We'd all get shaky legs after something like that. I am Zine's main handler, and even I'm impressed. Go take a rest, you've deserved it."

You spare a single glance back before you go and do just that, and catch Zine's eyes. Clearly in a great mood, he offers you a full-body roll in the water, showing you his belly, before slapping at the surface a few times and crooning in your general direction.



Unfortunately, starting in second means you already weren't going to win, and your prestigious second place position is, by the end of the competition, pushed down to a still-respectable sixth. You're at the very back of the pack of what you believe is everyone present who regularly rides Mantine, competitive with the person above you, and well ahead of everyone who hasn't ridden a Mantine before.

It's... honestly better than you thought you'd do. You've nearly matched times with someone who rides a Mantine with some regularity. Now, granted, they ride their own Mantine, not whichever one they chose, but still.

The winner of the competition ends up being a lanky, near-seven-foot-tall Ursaring of a man by the name of Ekeka, who took Socks out for a few 'casual' rounds - he sure made it look that way - and proceeded to get a top time of twenty-two seconds.

You're in the middle of packing your stuff away, preparing to head out onto the island for training, when someone clears their throat behind you.

You turn to find Kalei, smiling your way, having at some point put a shirt on. "Kylie! Good show!" he greets.

Kalei came in two positions ahead of you, at twenty-seven seconds, and deployed roughly the same strategy you did with Zine, just with more finesse and speed.

Pulling your bag up over your shoulder, you smile back at him. "You did great as well," you praise. "It was nice to do this, honestly. I get a lot of people don't feel this way, but a workout like this? It brings my stress levels way down, and being able to work the rust off of a skill I have is just a bonus. I never rode Angus—my family's Mantine—like I did Zine, and I think he'd try to kick me off if I ever did, but this all still brought back some really nice memories."

Kalei's smile softens. "That's great to hear," he says, before hesitating. Then, a moment later, he firms up and takes a breath. "Have you considered getting a Mantine yourself? I do not want to put pressure on you or anything, but out there, you showed a very real skill for working with Mantine, and I saw the same kind of connection with my own Mantine in you with Zine, even if it wasn't always there. I would feel... irresponsible, if I did not at least ask you to think about it."

You open your mouth to tell him that kind of thing really isn't in the cards, before you stop and actually think about it.

Because... it kind of is, if you ask for it.

Your parents, or more specifically your mother for the most part, occasionally pair Angus with other local, owned Mantine. He's a healthy, well-established Mantine with no conditions and a history of siring healthy pups. There's a number of people back in your home town who take part in it, with Angus having several ladies he's accustomed to pairing with.

It's a way to network, for your family, to build up bonds and connections and business interests with others. It also keeps a part of the community alive; Mantine aren't exactly your hometown's 'thing' - it's fish, just like virtually every other coastal town in Cyffineal - but it is something that still brings people together, and helps support the few Pokemon breeders that are still around and kicking.

There was a clutch, you know, that was laid fairly recently, only several months past. By now, those eggs would have hatched, and the Mantyke that emerged from them would all be grown and near done with the basic training and socialization. Not long from now, these Mantyke will be put up for sale; most will be sold to people looking for working Pokemon, and the rest will mainly go to those looking for a reliable pet, as Mantyke and Mantine are generally very gentle Pokemon. When that happens, your parents - only involved insofar as rearing and handling Angus - will get a small, but non-zero cut of the profits.

Usually, this cut is just used for extra things, but nothing crucial. It's not enough to live on, and it's also not enough to fund projects with, or at least not without saving up after multiple clutches. However, your parents could ask for a Mantyke, in exchange for some of their share.

You know this, mainly because it was actually one of the options floated for you when you were getting interested in having your own Pokemon. Finding and becoming mildly obsessed with B.B. put a stop to that, sure, but if you hadn't run into him, it's entirely possible you'd be out here with one of Angus' kids instead.

It is a thought to keep in mind, over the next coming weeks. If, perhaps, things don't work out with Noriaki - or, alternatively, you have a change of heart with taking on a rescue Pokemon - you could pretty easily get one of Angus' kids instead, already at the age and level of training where they can be trusted to follow commands and take part in battles. You wouldn't be expected to pay for it, and your mother has always wanted you to bond with a Mantyke, though you know she often keeps that comment to herself, because she knows how deeply bonded you are with B.B. and the effort you went through to get this far.

That said, breeding cycles are generally at most once a year, and soon, the Mantyke will be sold, and you'll have to wait at least that long until you can next expect to have an opportunity to pick one up. Mantyke mature quickly - and generally don't need much parenting after hatching - but they do take time to get to the point where it would be acceptable to have them in the field. More to the point, you know you won't feel comfortable getting both a Mantyke and a rescue Pokemon; it would be one or the other, quite frankly.

But it's still an option, which is more than you had before.

"Kylie?"

You blink, drawn out of your thoughts. You give Kalei a smile. "Sorry, I was thinking. I can't promise anything, but I'll think about it, okay?"

Kalei lights up. "Of course! I don't want to pressure you, it's just... it is part of who I am, you see? When I observe potential, I am compelled to seek it out. It would just feel wrong to me not to bring it up, to not at least... give you the chance, as it was."

"It's okay, really. You actually made me think about this," you tell him gently.

"Good, good! Maybe I'll see you around?"

You nod. "Maybe? I'm about to be back on a mission soon, but I'll try to say hello if I get the chance."

"Great! Until then, Kylie. Alola!"

With that, the two of you separate: Kalei heading towards the Redeemer, and you marching deeper into the island.

You have training to do.



"Alright you two, you're going to need to be gentle with me today, alright? I've kinda overdone it," you instruct your two trouble-makers. B.B. gives you a blank look, having already smelled another Pokemon on you and decided he's not a fan, while Urchin is half-distracted, currently literally wallowing in the mud.

The place for your training today is a ways up from the beach the Mantine races were held in, an area where most of the trees had fallen over and been extracted in the time since, leaving a clearing of shattered stumps. Bracketing the stumps is a dozen or so small bodies of water, scattered throughout the space. Much of the clearing is dry, but there's patches of mud readily available for any stinky babies, as evidenced by Urchin.

"Mar?" Urchin babbles, slathering mud over some of her spikes. "Nee? Nee-nee?"

You resist the urge to coo at her. "I don't think today should be hard for either of you, honestly. Aqua Jet for you, Urchin, is unconventional for your species, but... well, something tells me you won't have a problem."

"MAR!"

"Yeah," you chortle. "As for B.B., Roar is just building on a foundation we've well-established through other moves, so in theory, I shouldn't need to be chased around by either of you until you grasp some basic concepts."

B.B. grunts, then plods forward, drawn in by his name. He hovers next to you, eyeing up your arms and shoulders, before deciding to direct a soft headbutt into your chest, probably the best place he could try resting his weight on. You reach out and pat him a few times firmly on the back.

"Good boy."

"Dred."

Urchin scuttles forward and promptly slathers mud over B.B.'s leg.

He freezes, turns a baleful eye on Urchin.

Urchin then collects the mud from his leg and reapplies it to her face. "Nee!"

B.B.'s expression is long-suffering, if not especially hostile.

"Let's get to it!"

"Mareanie!"

Splat.

"Loudred!"



You start with Urchin for two reasons: the first is it gives B.B. some time to cool down after having a mud slathered over his cheeks, and the second is because if Urchin does end up needing more physical interaction to get Aqua Jet to work, at least you'll still have what energy you have left to use, as opposed to the no energy you're rapidly approaching.

Thankfully, however, it's immediately obvious that Urchin is more than ready to expand on her available moves, and she jumps at the chance to follow your instructions.

"Just like that!" you cheer her on, watching as Urchin uses her tendrils to haul water up with her, pulling it along like a massive, wet blanket. It was one of the first ways you saw her manipulate water when training her to use Water Gun, and it had taken blessedly little time to arrive back at this point.

It is going to be pretty critical to getting her to learn a water-type physical attacking move, after all.

In fundamental terms, the difference between physical and special attacking moves comes down to how they're 'channelled', for lack of a better word.

Special attacking moves take aura, do things to it, and then eject it out into the world outside of the Pokemon to create an effect. Urchin's Water Gun is a prime example of this in action: Urchin gathers water-type aura, directs it to just in front of her head, and then does things to it that ultimately results in the aura transforming into a powerful blast of water. It can be more complicated than that, and often is, such as with B.B.'s sonic attacking moves, which are functionally him applying aura to the sounds he makes to create certain effects.

Physical attacking moves, comparatively, take aura, modify it to produce certain effects, and then infuses the body with it, before attacking. This doesn't mean the attack is necessarily close range or 'contact'; Urchin's use of Poison Sting is a prime example of that, in that she imbues one of her venomous quills and fires it from a distance, but this is the basic logic for how it works.

Training your Pokemon's potency in either of these kinds of combat tends to vary, then; a Pokemon with a stronger body can utilize stronger physical attacking moves, and there are ways to train a Pokemon's ability to channel aura outside of their body, which is key for special attacking moves. This also varies how these moves are taught more directly.

To get Urchin to use Aqua Jet, you need to lead her to drawing on instincts to pattern her aura in the right way, and then to infuse her body with it. This example you see now is the first step on that path.



"Channel it! Keep it up!"

Urchin crouches a short distance away, aura roiling around her; it pulses, coming and going in waves, the sharp blue of water-type aura clinging for moments, before being sucked back inside her body. Her mouth is puckered, eyes lost in their focus, while her tendrils squirm mindlessly in the mud around her, ripping up anything they happen to find purchase on.

A tendril of water-type aura lashes out from her body, like a tongue of lightning, scouring a line through the ground.

You act on it, before her focus can collapse.

"Now, Urchin! Lunge!"

Urchin yowls out a battle cry of a gurgle, and does just that; for barely a moment, you see it: a change in her aura, a sudden catalyzation as it pulls in and becomes material, water flowing around her like a cloak, forming turbulent rapids—

—That summarily sweep her tendrils out from beneath her, throwing her several feet forward, whereupon she promptly lands on her head.

Howling commences moments later, and you jog over to both heap praise on her and pull her from the ground like the world's least user-friendly sword.



"Aqua Jet!"

Urchin surges forward, water-type aura condensing down, catalyzing; it shrouds around her head, along her tendrils, and...

...Reaches no further.

She lunges forward, closing the rest of the distance, and smacks her tendril into a trunk. Part of it collapses into a spray of water and splinters, and the force behind it promptly throws Urchin's tendril right back into her face. She squawks, staggering back, and begins tweeting in outrage.

She turns to look at her tendril, then shoves it into her mouth.

"MRGH!"



"Again, Aqua Jet!"

Urchin surges, lunging over the muddy landscape. Her body flickers with water-type aura, surging and shifting around her, before condensing down into literal water, which quickly froths into white-water rapids. Her speed picks up, accelerating and accelerating as the water slips beneath her tendrils and lets her skate across the ground as though it was a vast rink of ice.

She rams into the trunk a moment later, and it disintegrates into three-dozen chunks and a spray of splinters. Delighted shrieking follows as the water collapses off of her, drenching the ground beneath her tendrils, giving line of sight to your clever little girl as she squirms and bows and slaps at what's left of the trunk.

"Good girl!"

"MAREANIE!"

Congratulations! Urchin has learned Aqua Jet



With enough repetition to make Aqua Jet stick for Urchin, you move on to B.B.; this entire time, he's been watching the training with a sharp, if lazy eye, having long gotten over being smacked in the bum with muddy tendrils.

Now, with your attention on him, he's ready to work.

"We're going to go through the same patterns we did for refining Screech, okay?" you tell him softly, rubbing at his cheek. B.B. had learned Screech in the wild before you ever met him, likely it was a move his parents both knew and used often enough that it had an immense presence in his aura's memory. That said, after you did get him, you'd gone through and helped him actually refine it, get better at using it, and the techniques you used then to draw out the right instincts would hopefully provide results. "We'll be done in a flash, you won't have to worry about struggling with this like you did Protect."

"Loudred," B.B. grumbles, leaning more into your touch. He hasn't had much alone time with you, you know, so you give him some more scratches and pets to help make up for that.

"Also, you'll get a treat at the end, like Urchin did."

The word prompts B.B.'s immediate attention, as would similar words such as 'dinner', 'food', and 'breakfast'. His eyes glint, and he visibly perks up at the promise of snacks.

"Dred," he intones, deadly serious, as he always is when it comes to food.

"Ready, bud?"

B.B. pushes away, excited by both your funny words and your funny voice. He stomps in place a few times, working himself up a little, while glancing around—

—Only to catch sight of Urchin speeding by, using Aqua Jet to zip around the clearing.

You tried to stop her a while ago, but uh. Well. She wasn't doing any harm, really, and you were not about to try to grab an Aqua Jet using Mareanie. You have antivenom in your bag, but you probably don't have enough antivenom in your bag for whiffing a grab on Urchin at the speeds she's going. The only other option was using her pokeball on her, which feels like a bit much when she's just having a good time.

B.B. turns his gaze over to you, a little mulish.

"Look, I might have created a bit of a monster," you concede, "but she'll tire herself out eventually."

"Maaaaaaaaaaaaaaaaaaaaaaaaarrrrrrrrrrrreeeeeeeeeeeeeaaaaaaaaaaaaaaaaannnnnnnnniiiiiiiiieeeee!"

"Probably."



Where Urchin learned Aqua Jet quickly in spite of her species general unfamiliarity with the move, B.B.'s quick development of Roar is at least partially down to the Whismur line's fondness for the move.

Roar is, as far as status moves go, fairly simple: it's a sonic move that infuses the noise made with normal-type aura which causes the target of the Roar to be overwhelmed with a desire to either get away or, more generally, be anywhere where the Roar isn't. It's not foolproof, no status move is, but considering how the Whismur line operates, most of them really only need a few seconds before a predator very quickly becomes victim to a sonic firing line.

"Alright, again buddy!"

"LOU-DRED!"

B.B.'s voice booms, twisting under the influence of his aura; a nearby pond ripples as the sound passes over it, and a tree shakes ever-so-slightly beneath the impact. B.B.'s body flickers with normal-type aura, buzzing at the edges.

You wait for a moment, then smile. "Good job, baby! That wasn't a Screech, it was just aura and your voice! We're another step closer!"

"Loud!"



"LOU-DRED!"

The tree you aimed B.B. at shifts gently under the impact, as though brushed by a breeze; for a moment, nothing happens.

Then, the top half of the tree shakes, and a fully-grown Swellow launches out of it, screaming out a harried note before throwing themselves in the opposite direction.

You watch them go.

"Huh, you know, I think that might have been it," you say. This isn't the first time you've aimed B.B. in this general direction, so if it was just the noise he was producing, you'd expect the Swellow to have left a while ago, and probably not nearly as dramatically. This isn't to say it was a proper Roar, but... maybe it was close enough to at least prompt an emotional response out of the Swellow?

Well, that or the Swellow has incredible tolerance for this kind of thing, a tolerance you've only just managed to overcome. One of the two.

No use in not capitalizing on it, though. "Again, baby!"

"LOUD!"



"Roar, B.B.!"

Surging forward, B.B. stomps one foot down, swivels his head, and bellows. It's a wordless noise, a raw exhalation of noise; his body glimmers with normal-type aura, a dying flame that snuffs out just mere moments after it emerges—

"MAR?!"

You jolt, twisting around just in time to see Urchin - who has been unconscious for the last few hours in her bucket - abandon said bucket in a wild frenzy and lunge into the nearest body of water, a puddle just large enough for her to submerge herself in. Her expression is rather harried, and half-awake.

You wait a moment, glancing over at B.B., who looks a little contrite, but maybe not as much as he would be, had Urchin not annoyed him over the afternoon.

Then, finally, Urchin pops her head up above the water, blinking owlishly.

"Mareanie?" she queries, before her face scrunches. "MAREANIE! MAR MAR MAR MAR!"

She charges you both, flailing her tendrils around, clearly rather outraged by the rude awakening.

Congratulations! B.B. has learned Roar!​



It's near-evening by the time you're on your way back to base, mulling over all you've seen during your training today. You have two new moves added to your catalogue, and besides the few brief incidents that followed, the training was sharply focused and highly productive.

Yet, you've noticed something during that. Urchin has settled in with you, that much has been clear for some time now, but as time has gone on, she's begun to develop in ways beyond the base personality she presented you with. She is still the same, excitable, curious little gremlin you met back in Pacifidlog, but new facets of her personality have begun to develop, built from experiences in the wider world. Here, during this training, you've seen it.

The only question is, what have you seen?

Choice:
[ ] Urchin has become more cunning
Through observation and mirroring of B.B., Urchin has developed more patience and vigilance, all the while coupling that with a sharpened sense of how to set things up to go her way. While this has done nothing to reduce her mischief or creative drive, it does mean she's generally a lot more potent when deploying both.

[ ] Urchin has become more proactive
Through observations and mirroring of you, Urchin has found in herself an even stronger sense of self and independence, channelled in the form of a proactive mindset. Urchin is now more active, always moving, exploring, climbing and searching; she is more likely to discover things on her own, and will do all of this while still reliably following your commands and keeping her attention where it should be.

[ ] Urchin has become more boisterous
Urchin has taken it upon herself to channel her gregariousness and chatty nature into a perpetual stream of energy. Urchin is louder, prouder, and generally more physical with those around her, while also carrying herself in such a way that she is near-impossible to miss or ignore. While this is less than useful in stealthy scenarios, it is a strong reminder to any hostile Pokemon that they have to go through her first, before they can get to the people she loves.

[ ] Urchin has become more courageous
In the wake of facing down Altaria on her first mission, Urchin has clearly not just come away from that with a new resolve, but has actually taken some of their traits into herself. Urchin has learned to control her fear, and face down things she might otherwise not want to face, ranging from Pokemon to taking medicine, making her generally more tolerant. It will take much more adversity than it had before to make this Mareanie balk.
 
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Vote results

Quick summary:
[X] Urchin has become more proactive won with 41 votes.​

Despite the exhausting day you've had, you need to do one last thing before you can finally retire:

You need to make your stock.

"It should just be up here," Violet, the head cook of the Redeemer, explains as she guides you through a curtain of plastic strips. "I'll be honest, me and my crew were pretty surprised to get the request. Are you sure you don't want us to butcher it for you? It's really not an issue."

"It wouldn't feel right," you confirm, glancing around. "It's just how I was taught to do things, and how this recipe expects me to be doing it. I appreciate the offer, though."

Violet's face softens, and she reaches over to clap you once on the shoulder. "I'll leave it up to you, then. I'll be around 'til nine tonight, since I'm doing prep for tomorrow. Call for me if you need anything, help or otherwise. If you're here past that point, ask for Farhan, since he's on after me."

You give her a smile. "Thanks."

Violet departs back through the curtain you two came in through, and you're left to take in your surroundings.

There are a number of kitchens on the RUS Redeemer, from what you understand, but this one is the largest, and is considered the 'main' kitchen. Its purpose, you think, is to make simple dishes as well as to process ingredients into forms more readily usable by the smaller kitchens closer to the cafeteria, and the layout of the space certainly reflects that.

It is a fairly large room, with rows of stoves and other kitchen appliances set up in its centre. The walls and ceiling are all bare metal, while the floor is pale, sterile tiles with the occasional drain set into them at regular intervals. Most things - besides the walls, ceiling and floor - seem to be made from stainless steel, all harshly lit under uniform, off-white lights. The entire space seems custom-designed to be sprayed down from a distance if necessary, ideally with a hose, as a way to speed up cleaning, and you can find very few nooks or crannies in which filth could collect. There's a perpetual roar of fans moving air in and out of the space, and it's quite possibly the most climate controlled part of the vessel, considering how humidity choked the deck is by comparison.

At the back of the room, resting on the flat surface next to a sink, is your prize: a pair of Magikarp, untouched, stacked one on top of the other.

Moving through empty rows of appliances, you make your way over to the fish and separate them, placing them down side-by-side. The two Magikarp are fairly average in terms of size, but they're plump by your standards - a good thing, you should say - with bright scales and a general absence of any hint of recent damage, unlike the Magikarp you saw over your most recent mission.

It's not that you expected any different, to be fair; those Magikarp weren't good enough even for feed stock, let alone human consumption.

You can't be sure if these are farmed or wild Magikarp, given Magikarp don't have any obvious tells for living a captive life as opposed to a wild one, but what you can see is that these are good quality catches. Not the largest, and certainly not the fattest Magikarp you've seen, but still good eating.

Taking in a breath, you then let it out, and get prepared. The first thing you do is haul your P★DA out and prop it up on a nearby counter top, to let you see your aunt's recipe better. After that, you wash your hands, then shove them into a pair of disposable gloves and go looking for knives. Once you've found them, and collected the one you think will work best for the work ahead of you, you turn back to the Magikarp.

You don't cook as a hobby, nor do you put any real weight on your culinary expertise. However, your parents are practical, if sometimes fairly bleak people, and they taught you what you need to know to survive on your own from quite the young age. Most people just teach their kids the basics of cooking, but your parents went the extra mile just to be sure that if the absolute worst was to happen, you could survive.

Which means you know how to gut and butcher a Magikarp.

You haven't done this in a while, years honestly, as again your parents didn't teach you this to offload that work onto you, they did it because they wanted to make sure their preteen child wouldn't starve or kill herself on a Magikarp bone trying not to starve. Thankfully, while your skills in this area are the definition of rusty, Magikarp are a very easy fish to butcher, owing to the fact that they are very simple creatures, physiologically speaking.

The first part of butchering a Magikarp is separating the bulk of the meat from the bone, and that itself starts with some scale removal. You turn your knife's edge over to the scales just beneath the Magikarp's gills and spend a few moments prying them away until you're left with nothing but open, exposed flesh. Magikarp scales are large, profoundly unpleasant to accidentally swallow - speaking from experience - and fairly close to indigestible for humans, so you'll need to make sure none make it into the stock, but that is a larger task for later. For now, you make sure there's none left beneath the gills on both sides of both Magikarp before moving on.

You return to your first Magikarp and, with little ceremony, drop it into the sink - you wanna keep this as clean as possible - then drive your knife down through the flesh you just exposed until you hit spine. Shifting the blade to the side, you follow the spine down the length of the body to the tail, at which point you drive the blade through the length of the meat until it pops out on the other side of the tail, and then finish your cut.

Moving back up to the long incision you made, you start layering repeated cuts into the meat, guiding it away from the rest of the body. You'll freely admit this is not a particularly praise-worthy showing coming out of you, and the resulting cut as it comes away from the body rather looks like it lost a fight with a many-fingered talon of some sort, but prettiness is for chefs, and as mentioned, you are certainly not one of those. You get the entire fillet off of the ribcage and other bones, and cut the last of the skin holding it to the carcass free with a few more undignified chops.

Slapping the meat down, you spare a glance at it. People tend to forget this, or maybe they just don't think about it in the first place, but a Magikarp is a big critter. It's not the largest fish out there, but it's not a Wishiwashi, and a basic fillet like this carries a great deal of meat with it. You will, later, portion this up into smaller sections, both to make it actually feasible to put into a bowl and also to break up smaller bones that remain inside the fish, which will help them break down during the cooking process.

You do spend a bit of time poking around at the fillet to find some of the larger bones, drawing on rather distant memories to recall how to find them. There are a few bones in the meat that won't break down, owing to their size, and you're confident you get the entire collection of them removed and tossed into the meat scraps bin in a acceptable amount of time.

Then, you do this three more times: once for the other side of the Magikarp you're working on now, and twice for both sides of the Magikarp you haven't got to yet. You have to admit, it isn't quite 'zen' work, but you do find yourself falling into a rhythm as you do this. It's not that you've done this a great deal over your life, but it's something you've seen done countless times as you waited for your parents to get a sale done. People in butcher equipment, probably not in ideal sanitary conditions, chopping up Magikarp as they come, outdoors by the sea.

You can almost smell it, which isn't really a good thing.

Before long, you're left with four hefty fillets and two carcasses. The four fillets you put to the side, on a tray, to be handled later, and instead turn your attention onto the two intact carcasses.

This is what you'll be making the stock from.

You start with the unceremonious process of de-scaling all of the scales which are left on the bodies. It's not a fast process, and you spend a not-insignificant amount of it stubbornly dulling your blade against a particularly unhelpful patch on one of the Magikarp's underside, but you do eventually get them all removed, collected, then tossed into the scraps bin. After that, you carve away the fins and other indigestible excess, which swiftly follow the scales into the bin.

Then, you gut it. This is probably the part of the process that needs the most care, and you are as careful as you reasonably can be as you do it. You make absolutely sure you do not puncture a single thing as you seal the offal in a bag and then dump it into a second meat scrap bin, listed for 'the stinkiest things', which is probably not a proper safety classification but you get the gist.

Yes, some of the Magikarp's internals are edible, but no, nobody particularly wants to eat them. You've eaten it during bad seasons, when conflict is frequent enough that nobody can really risk going out to sea, and you have never once enjoyed it. They taste, at best, very pungent, and at worst cannot be hidden under any amount of spice.

Now with a full set of properly-prepared ingredients, you stifle a yawn into your collarbone and check the recipe again. You count up the things you need, mutter them repeatedly under your breath in hopes it sticks amid the haze of drowsiness, and make your way over to the nearby vegetable and berry bins.

You procure some carrots, onions, garlic, potatoes, tamato berries - this one takes you five minutes to find, tucked away behind oran berries of all things - and whole coriander seeds. People won't actually get to eat any of these directly, as this pile of nature's bounty will now be boiled to death alongside the carcasses to infuse the stock, then strained out. Additional vegetables, as Laine specified, are to be added later, once the dish is actually being prepared to eat, alongside additional spices.

Supposedly, the ideal state of the things you have on you is 'still solid enough to be handled but structurally unsound', as per Laine.

Chopping all of it up - and not bothering to peel, you really don't need to - you go to throw it all into the stock pot, then pause.

Quietly, a little embarassed, you drag the two carcasses back into the sink, rinse them once, then chop the heads off. The heads are a bit like the offal, in this case: they're not worth eating unless you're well and truly desperate, and they tend to make things taste a bit too metallic to be especially enjoyable.

After tossing the pair of heads, you finally dump everything into the stock pot, fill it up, and then plop it down on a stove. You turn it on, then step back.

You are technically done doing proper work for the rest of the evening. In a just world, where food makes itself after you've supplied the ingredients - and coincidentally, this is the same world where dusting is not a futile exercise and rewards you with clean shelves for longer than a day at a time - you would be off to bed at this point.

Unfortunately, your aunt insists this cooks for at least several hours and you now need to keep an eye on it, skimming off any scum that rises to the top as you do.

Making your way back over to the fillets, you wrap them in aluminum foil and shove them into the kitchen for tomorrow, before dragging a stool and your P★DA over to the side of the stove. Planting your ass in place, you go looking for something to keep yourself awake.

Between ladling scum off the surface, you find your way to a web portal accessed through the Union app which presents you with a number of scientific papers and articles you can read for free without belonging to a university of some kind or another. Under most circumstances, this kind of reading would be actively trying to put you to sleep, but you end up finding an article on the long-term evolution of Magikarp and it is legitimately the only thing that keeps your eyes open over the following couple of hours.

You begin flagging by the first hour, while the second is a miserable fight against your eyelids. For your third, you feel weirdly fine and okay even after the things you've put your body through, and by the fourth hour you've hit that normally-welcome second wind that doesn't last all that long, but does briefly concern you it might keep you up all night, because for whatever unspeakable reason the human body does this lovely thing where if it gets too tired, it can circle back around to being too tired and wired to sleep.

It doesn't last, thankfully, and by the time you're done you feel like your body is made out of lead.

After straining out the now only partially recognizable bits and bobs and making sure they all go to their correct garbage bins - being this exhausted makes you focus on things like that - you dump the stock into a more practical pot and shove it into the fridge next to your fillets.

Your day is done, and you barely have the mental fortitude to mumble off a 'goodnight' to Gretchen once you get back to your room and pass out, some fifteen minutes later.



The next morning finds you in a cafeteria, staring at Shou.

He arrived late last night, sent you a message, and when you woke up - feeling, despite everything, quite spry - you followed that up with a successful effort to rope him into coming to breakfast with you. He was, to put it lightly, disinclined initially, but you couched it all in the right words, like 'catching up' and 'sharing information' for him to eventually agree to come to breakfast now, rather than just feed his Pokemon in his room.

You think you understand why he might have been so reluctant: he looks, quite bluntly, like he lost a fight with a Machamp. He has one arm in a sling, the other has a bruised hand, and at least a quarter of his face - centred around his jaw - is a miserably painful combination of purple, yellow, and swollen. He looks tired, dishevelled, and a little too stiff not to be hiding at least a fair amount of pain.

"Shou," you say, a little exasperated but honestly not as surprised as you should be, "you could have just told me you were injured and needed to rest. I would not have pushed so hard for you to come to breakfast—what on earth happened?"

Shou, tray in hand and Pokemon bracketing his legs, gives you a bland look. "I fell."

"You fell," Gretchen echoes incredulously.

"How many meters?" you add, equally disbelieving. "Five? Six?"

Shou pauses for a moment, what passes for a thoughtful look crawling over his forcefully neutral expression. "That is probably not that far off from the actual distance, yes."

Tidekeepers wept, Shou.

"Girls," Suzume interjects, the voice of reason, "let him sit down at least, it can't be comfortable for him like that."

At the reminder, you quickly herd Shou over to your shared table, and as you do, his two Pokemon depart over to the pit. Rune immediately makes his way over to Urchin, who greets him with predictably explosive jubilation, having greatly missed her buddy, and Rune seems to be about as excited. Moments later, the two of them are exchanging merry squeaks and tweets that has both B.B. and Kaleidoscope giving the pair a set of unwelcome looks. Kaleidoscope, rather pointedly, takes a position as far away from the two little menaces as she can reasonably achieve.

Frisbee stares down the two for a moment before deciding he enjoys his food more, while Sentinel and Glow remain unaffected by the party happening near them.

You're in the middle of sitting down - now that you have Shou off his feet - when you see a glimmer of light out of the corner of your eye. Already primed for this kind of thing after a morning you would frankly describe as 'difficult', you lurch back to your feet and snap your fingers once, pointing into the pit.

"No you don't, bup-bup! I saw that!"

Urchin freezes, as does B.B., but his frozen state only lasts all of about five seconds before the Loudred turns his ire onto the target of your attention. Urchin, comparatively, swivels her head to give you a combination reluctant and annoyed look.

"No moves on the ship, we have gone over this," you stress, still pointing at her. "If you want to play, do it how you normally would. No showing off."

"Maaaaaaaaaaaaaaar," is Urchin's lengthy complaint, though with the twin warning looks you and B.B. are sending her, she does concede and you see no further evidence of an Aqua Jet.

Turning back to the group, you find yourself under Shou's scrutinizing gaze.

"Was she about to attack something?" he asks, a little confused.

Attack? What—oh. "No, nothing like that," you explain quickly, finally sitting down. "I taught Urchin Aqua Jet and it has been... difficult to keep her from using it to zip around without a care in the world. She really likes it, and that's great, but I don't want my hide tanned for any move usage on the ship, let alone one where she's still learning how to turn and stop."

You're sure the walls here could hold up to one or two hits, but you only need to be unlucky once for Urchin to smash through something she really should not be smashing through, and then you can say goodbye to any and all savings you ever had.

Thankfully, she isn't rebelling under your control, but you have needed to keep an eye out for it.

Shou's barely-passable neutral mask slides away, and he gives you a look that straddles that fine line between horror and bewilderment. "You taught her Aqua Jet," he repeats faintly.

"I think we all had that reaction," Gretchen says wryly.

You give her a look. "No you didn't. You just started laughing when I told you."

"I was reacting this way on the inside. The laughing was how I coped."

You don't believe her, but decide to just roll your eyes instead of calling her out for that. "Urchin is fine. We haven't had any accidents, and it's understandable she likes using it—I think she likes going fast, and misses it whenever she isn't."

After a moment, Shou lets out a breath. "Well, you're the one controlling her," he says.

He doesn't sound terribly confident, but you'll take it. "Anyway, to repeat myself from before, Shou, what happened?"

Shou grunts, picking at an omelette with his fork. "Like I said, I fell. A sinkhole created by a Steelix opened up beneath me near the end of the mission, and I fell into one of the tunnels the Steelix had excavated. I hit a few ledges - and the Steelix - on my way down. It looks worse than it is: my arm was only dislocated, and I was spared a concussion thanks to the helmet I was wearing. After I was recovered, a member of the team had an Audino who healed me as best they could. I should be better within the next few days, at most, and this sling is entirely because my arm's still a little vulnerable to being re-dislocated."

He takes a moment to eat some of his omelette, before levelling a stare at you which is uncannily similar to the disapproving glower of your mother.

"You," he declares slowly, "severely understated the impact of being near a primalcite-infused Pokemon."

You frown. "I don't really think I did?"

"The reason the Steelix were migrating at all was due to one of them fusing with primalcite deposited into one of their caves and then going on a rampage, driving the colony straight up towards the surface," Shou explains a little waspishly. "And they emerged before the mission was over. Thankfully, the fact that they were producing that drought-like ability worked against them, amplifying the power of those of us with fire-type Pokemon, but it was still far worse than what I imagined, listening to you. I could barely breathe under the influence of the ability half of the time, and a lot of my body is covered in sunburns, most of which occurred through my clothing. The only reason my arms and face don't look the same is because they were covered in sunscreen."

You wince. "It might have something to do with the fact that the primalcite Pokemon I dealt with was a Toxapex that was first heavily impacted by being dragged from Alola to Hoenn, and who after had to fight a war against other Toxapex to reach the primalcite itself, and only managed to do so after losing and then pretending to be dead. I wasn't dealing with a healthy Pokemon, let alone a healthy Steelix."

Steelix might be gentle giants, but they're still, you know, giant. You've seen plenty of them in your life—there's a large Onix and Steelix population in the highlands of Meircol who occasionally migrate down into Cyffineal, though you saw them most often when making trips up there. There's a few tunnels they seem to have been using since the land was available for them to use, ones that wind in and out of tall cliffs and stony hills. You can hear them coming minutes in advance, like roaring trains, and they would come out to briefly sun themselves before returning to the metal-rich deeps of the highland's interior.

"Maybe," Shou allows, settling a bit. "It... was not a pleasant experience." The admission is very quiet, muttered almost, and is a surprise given Shou enjoys showing his emotions about as much as B.B. enjoys being covered in mud.

"How did the mission go besides that?" Gretchen asks, offering Shou a way to move on from the topic.

Shou looks her way, and stops to consider. "Fairly well, I believe."

That is, you have to point out, incredibly high praise from Shou.

Chatter picks up from there as all of you pick over your breakfast, and before the end of it, you manage to extract a promise out of Shou that he'll tell you - and not force himself to come - if he's not feeling well enough to come to the potluck.



You find yourself back in the kitchen by the time the early hours of the afternoon roll around. You spent the time leading up to that relaxing and hanging out with your Pokemon, which means your metaphorical batteries are full and you're ready to go to finish this potluck adventure off.

You're not the only one in here, this time around: there's both workers prepping meals and non-cooks, like yourself, making meals for themselves or the potluck. You suppose the event is a bit bigger than you expected it would be.

All the same, you extract your prepared items from the fridge and get the stock back on the stove while you start on the fillets.

The first thing you do, which you forgot to do the night before, is separate the scale-covered skin from the fillets. Thankfully, this is about as easy as removing the fillets were to begin with, and involves just pinning a bit of the skin down and running your knife between it and the underside of the meat until it comes away, and then repeating the process three additional times before tossing the skins into the meat scraps bin.

Next, you portion the Magikarp fillets, chopping them into bite-sized pieces. As you do, you hear the tiny bones in the meat buckle and snap beneath your knife, breaking them down as you go along. There aren't that many, and all of them are basically little twigs of cartilage more than actual bones that'd get stuck somewhere, but it still helps to break them up a bit like this.

With that done, and your stock now simmering, you go and collect some of the extras that will be added and actually kept in the dish. Carrots, potatoes, some tomato paste, onion, and fresh coriander. You chop all of it up, then push it to the side as you collect your spices.

You briefly stare longingly at some of the spices up on the rack, promising bursts of potent flavour and heat, before reining yourself in. You're making this for more than just you, you remind yourself, and though it hurts not to add that extra kick, you ultimately just collect some fresh ginger to grate, salt, pepper, turmeric and cumin. The broth, you insist to yourself, is already spicy enough for most people thanks to being infused with tamato berries.

With everything at hand and the stock at a heat conducive to cooking things in it, you begin. You start with the potatoes, then add the rest of your greens after they get started, before finishing off with introducing fish and grated ginger to the pot. You let it cook like that, flavours intensifying and the fish cooking through, keeping the spices held back for the time being.

The trick with this dish is that these spices are added as a finisher, of sorts. The stock is already well up to your standards, and just like this the dish would be plenty flavourful and tasty. The spices you have, then, are added at the very end and layered generously over the top, not to the point of making a crust, but close. If people want to stir it up, they can, but it's meant to add a powerful burst of flavour as you take a bite out of a piece of fish or potato, less than being really mixed into the dish's overall flavour profile.

Cutting the heat after making sure the Magikarp is at a good temperature, you wait for it to stop bubbling and then add your spices before cramming it beneath the broiler for a good few minutes. By the time you've pulled it out, the pot is radiating a spicy aroma, and there's a slight char on the veggies.

Not as good as your aunt's, but then very little is. You'll absolutely take it.

You wait for the pot to cool off a bit more before taking it out to the cafeteria, where the potluck is being held.



You set your pot down next to Gretchen's and Suzume's offerings, on a table now almost bowing under the weight of countless international dishes.

Gretchen's dish is a pie of all things, of the meat variety by the smell of it, with a flaky-looking crust, while Suzume has brought a slow-roasted chunk of swine, coated in some kind of sweet sauce and joined by pickled onions.

Stepping back, you turn to look at all three of your friends.

"So, anyone wanna try mine?"

Gretchen smiles indulgently, stepping up to scoop some of your boiled Magikarp out and plop it into her bowl, while Suzume hesitates with her own bowl in hand, giving you a sidelong look.

"You said it wasn't as spicy as you normally eat it, but how spicy is it?" she asks, a little harried.

Gretchen finishes collecting her portion, scooting to the side as Shou comes up to take his.

"It shouldn't be that spicy. The only real source of heat in it was tamato berries, which were cooked into the broth and then strained out afterwards," you explain, before finding yourself soften at the sight of her still-wary look. "You don't have to try it if you don't want to. We all have our likes and dislikes."

Suzume firms up her shoulders, takes a deep breath, and then steps forward. "You have to try mine next, okay? I don't normally cook, it's a special occasion."

And just like that, she moves over to the boiled Magikarp just as Shou steps away, and takes a rather small portion into her bowl.

As she does, you also move over to the table, quickly collecting some slow-roasted pork, pickled onions, and a small slice of meat pie, just to be fair.

Turning back, you see Suzume hesitate, then lean in and take a bite.

Her face scrunches, then relaxes, scrunches, relaxes, and so on for a few moments as she chews. Finally, a little less hesitantly, she takes another bite, then a third.

Eyes fixed on her bowl, Suzume huffs. "Still pretty spicy, Kylie. I can feel my lips getting a little numb."

"Pretty nice, though. Do you cook often?" Gretchen asks, chewing on a chunk of Magikarp.

You shake your head. "My parents made sure I knew how to, but this is all my aunt, Laine's, recipe. She's the cooking whiz of the family."

Whenever there was an extended family dinner - which was rare - she handled the meal in its entirety, and hosted everyone at her home. It often meant that, when there was a fight - and it was generally a matter of when, not if - the rest of you would have something nice to eat while it happened.

"Reminds me of some of the local restaurants I went to, back home," Shou tells you, working through his bowl at a brisk pace. "It's good."

You smile. "Thanks."

Suzume turns to look at you. "Now, eat some of mine."

Indulging her, you scoop some of the roasted Swinub and pickled onions into your mouth, and find it to be delightful. It's a vibrant mix, a combination of slightly charred pork, a silky sweet-savoury sauce, and all of it is cut through by the bright acidity of the pickled onions.

You give her a wide grin. "It's great," you say, taking another bite and quickly clearing out the portion you took. "Really good, I wish I could have something like this back home."

Unfortunately, to say pork was expensive back there was a vast understatement.

Suzume glows.

You try Gretchen's pie next, which ends up being a beef pie with a thick sauce that clings pleasantly to the roof of your mouth. It's rather nice too, though you have to admit, you're more of a fan of Suzume's dish by virtue of the contrasting flavours, even if this one still tastes very uniformly good.

"Do you cook as a hobby?" you ask Gretchen, passing the question back to her.

Gretchen shrugs. "I'm not a cook, I lack skills enough to consider myself a professional, but I sometimes cook to help de-stress, and I spent a lot of time on it when I was a kid."

"I really like it," Suzume declares, having taken a much larger slice for herself. "Reminds me of home."

Shou, meanwhile, is taking another scoop of your fish. You see a dawning problem emerging, and decide to curtail it before it can happen.

"Alright, let's go take a look around," you say. "Go wandering, check out the other dishes before we monopolize ours and not give anyone else a chance to eat."

Shou pauses mid-scoop, but doesn't put it back, ladling the boiled fish into his bowl and nodding once.

You withhold a snort.

"Sure," Gretchen agrees breezily.

And so, off you go. You lead the group this time around, and you quickly begin tracking down familiar faces.

First among them is Honey, who you met over at Kanagumo.

"Shou! Kylie!" she greets, Bentley sitting patiently at her side. The Granbull stares up at you, recognizing flashing in the wrinkles of his face, and he chuffs happily. "Want some casserole?"

Moments later, you're tucking into a rice casserole punctuated with peppery spices, some kind of poultry - it doesn't taste like Pidgey, so it's anyone's guess - and broccoli. It is, you have to say, not a mix you think you'd like, or would ever seek out on your own; you've had plenty of awful casserole in your life.

And yet... this tastes good, and, as Gretchen puts it:

"It's like eating the essence of a home cooked meal," Gretchen praises, smiling at Honey. "Even though my parents wouldn't ever make something like this."

Honey gives her a sideways look. "Thanks?"

"Oh—sorry, I didn't mean it that way," Gretchen clarifies. "We just didn't do rice back home, and we had a cook who in my experience considered even pie beneath him, unless he's being pestered by a young girl who sees the world in him, anyway. Despite me never eating anything like this in my childhood, it still tastes like home."

Honey's face softens considerably. "Well shit, girl. Thanks."

It's not long after Honey that you find another instantly familiar face: Yeong-Chul. You find him tucked away off to one side, offering up fried tofu.

Rather than Suzume, it's you this time around who has to be cajoled into trying some.

"I really wasn't a fan of the tofu I had in the MRE," you admit, hovering next to his offering. The tofu looks nothing like the stuff you had previously: this stuff is coated in a spice-heavy crust and it smells absolutely wonderful, but after last time, where you'd ended up feeding B.B. your tofu...

"I promise you, Kylie, that this will be better than that," Yeong-Chul says with an unusual amount of heat for a man capable of such regular serenity.

So, a little reluctantly at first, you take a couple large chunks of fried, spicy tofu into your bowl and dig in.

As it would turn out, you actually do really like tofu when it's heavily spiced and then fried in peanut oil. Is it healthy? You don't really think so, nor does Yeong-Chul, but it is delightful all the same.

"I did a lot of work as a kid and teenager during the summer, setting up stands at local festivals," Yeong-Chul explains patiently as you eat. "It was part of my volunteer duties for my shrine. We sold a lot of things, but I was generally left to make the food, and that's where I retooled this family recipe into a treat. It's not complicated, or really a secret, I'm sure you'll find countless versions of this all across Johto and Kanto, but it's always a winner."

Suzume ends up not being quite able to handle the spices on this one, while Gretchen doesn't seem to like it much, due to personal tastes. Yeong-Chul is quick to offer her tea - he just has that on him, apparently - to wash down the taste, which Gretchen takes.

Shou, meanwhile, demolishes the portion he gets. He doesn't say anything after he does, but you can see approval in his stance. Yeong-Chul seems to get it, as he smiles - a little conspiratorial, mostly genuine - at Shou, before leaning in a bit and lowering his voice.

"The secret to this is to change the oil pretty frequently, or at all, in the case of the people I often competed for customers with at festivals," he explains.

You try pointing Yeong-Chul towards your offering, but he gently lets you down. He's a vegetarian, he explains; a part of his culture and religion. He thanks you for the offer, though.

As you continue to wander around the cafeteria, a certain smell draws you in. It's distant, at first, a tang in the air, a cloud of spice that leads you further and further away from the bulk of the dishes. As the smell grows stronger, so too do you begin to see victims of the intense heat you're picking up on, even from a distance. A person here, with lips swollen and red, a person there, chugging water, milk or juice.

It leads you, ultimately, up to a woman you've seen all of about twice since arriving on the Redeemer, but who plays a major role in overseeing it.

Kishori Hier, the functional leader of the Redeemer, and one of the leading operators of the region.

She stands next to a kebab station, which she explains is of her own making. Around her are the handful of people trying to work through her meal, and most of them aren't doing so hot. Suzume bows out immediately, saying her eyes are stinging from sheer proximity, while Gretchen and Shou both say there is a limit to their tolerance.

You stand alone. Kishori insists her dish is spicy, and to be sure you want it.

But you do.

A kebab is made, then handed to you. It's a simple kebab, like the ones you can get back home, as a kebab is a dish without nationality, or rather, a dish that integrates into nationality. Everyone has kebabs, and if they think they don't, they are wrong. Heavily-spiced meat, combined with a fiery sauce, pickled veggies, all wrapped up in some flatbread.

You take a bite.

It is perfect.

It is one of the spiciest things you have ever eaten, it's not just at your tolerance threshold, but even a little beyond it. Yet, yet, despite that, it's not raw heat and suffering, it's a hundred varieties of flavours amplified and recontextualized by the heat. The burn in your mouth is not just suffering, it is an element of a vibrant dish you demolish in what seems to you like mere seconds.

Your mouth burns, your lips are probably swollen, and your eyes water. Your body sweats, confused and desperate to cool you down, not quite understanding it's all from a chemical your species is hopelessly addicted to, as opposed to you actually being out in record-breaking heat and suffering from heat stroke.

You look at Kishori Hier, and make a request.

"Can I have another?"

She looks genuinely surprised by the request, but her expression soon shifts to satisfaction.

"Sure thing, kid," she says, already preparing another. "Finally, someone who appreciates spice."

"Kylie, you are legitimately insane."



Next morning finds you in the mission room with Gretchen and Suzume. Shou is absent, resting off his injuries, but has told you what type of mission he is likely to take, and left you with a request to tell him what mission you take, in the event he wishes to follow.

You log into the mission terminal, Gretchen on one side and Suzume on the other, and start browsing.

SHOAL CAVE RESTORATION | ★

Duration: 10 days
Description: Shoal Cave is a unique ecosystem with Hoenn. Owing to a vast network of ice-type aura deposits beneath the island, the caves that make up the island's underworld are significantly colder than their surroundings, and thus are home to Hoenn's few ice-type Pokemon, including Snorunt, Delibird, Cubchoo and matured Crabominable. It is, critically, also the main nexus point for the Spheal, Seel, and Popplio lines in Hoenn, with the three species using it as a nursing site for their young, and to breed. Over the years, Shoal Cave has become a tourist site, with carefully-curated routes through the caves during low tide allowing visitors to observe the natural splendor without disturbing the inhabitants, but of course, with Groudon and Kyogre, much of this has been damaged, and Shoal Cave itself has been in recovery. Your job will be to go to Shoal Cave and help repair the routes, check in on the Pokemon, and handle any problems you might observe while down there. Due to the way the caves flood and drain, those with caving experience, especially around tidal caves, are encouraged, as are those with cold weather experience. Jackets will be provided on-site, and will be necessary during deeper delves. You will work in teams of three to four, with likely a total of two teams working and coordinating at once.
Extra Details: Suzume will be present for this mission.

DIVING SURVEY | ★

Duration: 10 days
Description: Continued survey of the underwater conditions following Groudon and Kyogre's fight remain ongoing, and the Union requests more individuals join this process as it happens. You will spend much of your time on a boat, going from location to location and using diving gear to ascertain the conditions of the local underwater ecosystem, before returning to the Redeemer to sleep, though you may have to sleep overnight on the boat you're moving between islands with, depending on conditions and relative location of the Redeemer. Diving knowledge and a strong swimming ability are both critical, however comprehensive knowledge on aquatic ecosystems is greatly requested, if not absolutely necessary. You will work with a team of four.
Extra Details: N/A

RESEARCH POD RECOVERY | ★★

Duration: 10 days
Description: Various semi-submersible, floating pods have long been used to help track natural phenomena in Hoenn, towed out to set locations and anchored in place, while staffed by a small crew of scientists. Most of these pods were lost during Groudon and Kyogre's fight, and only recently have the organizations and companies behind the pods managed to set up a system to track down where these pods ended up. Your job will be to lead a team of engineers to various sites across the archipelago, identify if the pod is salvageable, and if not, clear it out and sink it to act as a habitat. You will sleep on a boat for the duration of the mission. You will be working in groups of three, leading engineering and science teams of about twice that number to locations. It's likely some Pokemon have taken up residence in these sites in the interim, and are unlikely to be interested in moving, so expect confrontations.
Extra Details: N/A

MUDKIP MIGRATION | ★

Duration: 10 days
Description: Murijima Island is home to some of the world's largest mangrove forests, and in turn, one of the largest saltwater Mudkip-line populations. A particular population has been identified as at-risk, and their local mangrove forest now deemed unsalvageable even after considerable effort on behalf of rangers. A new site has been developed over the last week, using grass-type Pokemon to repair and then expand another, less damaged mangrove forest, however there is still a matter of moving the at-risk population north to this new site, and unfortunately, the population has shown little interest in migrating passively. This is where you come in: ensure the Mudkip, Marshtomp, and Swampert population successfully migrate the several miles north, ideally without resorting to catching, and then ensure they will not abandon the new site. You will work as part of a team of six to ten.
Extra Details: Gretchen will be present for this mission.

ORANGURU AID | ★

Duration: 10 days
Description: Kanagumo Island is home to Hoenn's largest Oranguru population, which has, until recently, remained largely detached from Union networks and humanity at large. Recent events have led to that changing, and the Oranguru are now requesting aid for a variety of local matters, some of which are of key importance. To ensure an ongoing deepening of bonds between humanity and the Oranguru, the Union will be dispatching a crew of five rangers to go and work on-site with the Oranguru to help fix local problems, alleviate concerns, and ensure everything on Kanagumo Island is healing properly after the recent trouble with the Altaria.
Extra Details: N/A

NORTH SENYOU BUG CRISIS | ★

Duration: 10 days
Description: Greatwood Village, a village on the northern slope of the Mossdeep Plateau, was protected from the worst of Groudon and Kyogre's conflict by virtue of local geography shielding them, with the exception of some landslides. In the time since, however, there has been a massive surge of bug-type Pokemon activity, some of which has become distinctly violent. The Union will be sending an ongoing flow of rangers, with teams of up to five people strong, to help manage the ongoing swarm crisis and to additionally track down what is causing the sudden attacks and conflict.
Extra Details: Shou will eventually be present for this mission.

Choice:
What mission do you choose?

[ ] Shoal Cave restoration
[ ] Diving survey
[ ] Research pod recovery
[ ] Mudkip migration
[ ] Oranguru aid
[ ] North Senyou bug crisis
 
Shoal Cave Restoration | 4.1 New
Vote results

Quick summary:
[X] Shoal Cave restoration won with 52 votes.​

Your choice is obvious, after only a few moments of consideration.

While you know you can work well with Shou, and pairing up with Gretchen would be easy, especially when you consider that you'll be handling aquatic, shore-dwelling Pokemon, one option stands out above the rest without question:

Working with Suzume on the Shoal Cave restoration.

Sure, you're not familiar with cold temperatures nor do you know much about the native Pokemon, but this is a mission specifically focused on tidal caves and its inhabitants, with all that entails, which is not only something you know a lot about, it's effectively comfortable territory for you. This is a mission you're going into with existing experience, which means you'll be even better positioned to get loads of useful experience dealing with ice-type Pokemon - something you do not expect to have many opportunities to do; you're in Hoenn and come from east Orre - for the entire length of the mission.

It's no contest, not really. You tap your option, go through the confirmation, and feel your P★DA rumble in your bag as the app shoots you a notification.

Logging out of the mission terminal, you turn to find two sets of eyes staring at you, curious.

"Hey Suzume, seems like we'll be working together this time around," you say with a smile.

Suzume lights up, face lit up with a warm smile, nearly blinding. "Nice!" she crows, pumping one fist into the air.

Turning your gaze over to Gretchen, you see her watching the two of you with a fond tilt to her smile.

"Coming with you was my second option," you tell her, a little apologetically. "But... this is an opportunity for me to get some really nice experience in an environment I'm very comfortable with. I can't just let that go, not when I might not get another one."

Gretchen's grin sharpens ever-so-slightly. "And I suppose Suzume's presence had nothing to do with it?"

Your ears heat up a bit, traitorous little bundles of cartilage that they are. "It played a part," you allow.

"Well, it's okay. I get you over the breaks, so it's only right Suzume gets you over the mission. Speaking of, Suzume? Make sure Kylie doesn't do anything hairbrained, would you?" Gretchen requests, looking Suzume's way.

Suzume fires off a salute. "Will do! No primalcite for us!"

"That happened exactly once, you utter menaces," you shoot back, laughing.

"Anyway," Gretchen says, speaking over your laughter, "Suzume, you're from Konrin. I'm moderately familiar with the Mudkip line, but if you have any advice you picked up over your life living in the country where they're from, I'd appreciate it."

Suzume's jubilation recedes into a thoughtful, then apologetic expression. "Sorry Gretchen, the Mudkip line doesn't make it that far north. I think there's a few populations up in the Sevii Islands, but that's as far as they get, since they don't do well in the cold. That said... the line is popular enough in competitive battling back home that I saw a lot of them, and if I have any advice from that I can offer, it's that you never, ever let them grapple you or your Pokemon."

Gretchen raises an eyebrow in a wordless question.

"I saw it happen mostly with Marshtomp and Swampert, but whenever they managed to get their hands on another Pokemon, it never went well for their opponent," Suzume explains. "Their physical bulk and body plan makes getting out of those grapples really difficult, to begin with, but they have tools to make it really suck for you. If you're in water, they'll try to drown you, and if you're on land, they'll try to drown you in that, too, by using their aura to drive your head through the topsoil and hold you there. They seem to really be masters of their terrain, and giving them a chance to leverage that is just... probably going to get you hurt, which makes sense, considering their typing."

"Gotcha," Gretchen says, then. "I'm due at my meeting point in fifteen minutes, so I'll be off. You two stay safe out there, alright? Look out for one another."

You nod. "I'll make sure we both make it back in one piece."

Gretchen hikes her bag higher up her back, gives you both a quick hug, and then departs, vanishing down a neighbouring hallway.

"When's our departure time, anyway?" Suzume asks mostly to herself as she checks her Poketch.

You think back to what you saw on the mission terminal. "I think it said an hour?"

"Hour and fifteen minutes," Suzume confirms, glancing back up at you. "We could go up to a lounge or something? Maybe the cafeteria?"

You spare a glance at Suzume, or more accurately, her gigantic bag. "If we're going to be waiting anyway, why not just head over? If nobody's there yet, we can loiter next to the door, and it's not really that big of a change from standing around in the lounge. I just can't see it being comfortable hauling that bag around the ship, Suzume."

Suzume grunts. "You're not wrong, honestly. Well, it says here the meeting area's just a few floors down. Walk and talk?"

"Sure."

Suzume guides you out of the mission room and into the corridors of the ship, both of her hands holding tight to the straps of her bag. The smile on her face is wide, and there's a real spring to her step as she trots in front of you.

"You're in a really good mood," you can't help but say, matching her smile with your own.

Suzume shoots you a quick glance. "I'm really happy to be on a mission with you," she admits freely. "We get to work together for ten days, which is already super neat, but to add onto that, you're a familiar face. I... I'm a bit shy, you know? It takes me a while to warm up to people and get comfortable, and it can make the early days in a mission pretty lonely. I don't have to worry about that now, though."

You lean over, bumping shoulders with her.

"I also get to show you a bunch of cool things about the Spheal and Seel lines!" Suzume chirps, very nearly skipping at this point. "I'm not that familiar about the Popplio line, but the rest? Growing up as close to them as I have means I just... well, know a lot, and it's nice to be able to show off sometimes, you know?"

You do, in fact, know. A big part of why you enjoyed doing backbreaking labour on Noriaki's ship was because your knowledge of Magikarp was not only recognized, but actively respected by those around you.

"How does ranching Spheal work, anyway?" you ask, deciding it's probably for the best to start developing a knowledge base before the mission's even started. "I know aquatic Pokemon tend to be pretty difficult to pen in."

Suzume hums. "Penning them in is actually the easy part, given my hometown is on the slopes of a fjord," she explains breezily. "You can sorta consider the fjord itself like their pasture; we send them out to feed during the day, keeping an eye on them, and call them in at night to their stables, which is basically just a large stretch of rocky terrain with some caves and other shelters, surrounded by a tall fence to keep them from roaming or getting lost. Most of the husbandry we do is making sure the social hierarchy is healthy, culling, setting up breeding pairs, and getting rid of threats. They're mainly left to do what they want, otherwise."

You give that some thought. "How would Sentinel play into that? I might be off base, but I don't recall the Sandshrew line being all that good at swimming."

"Oh, they're not," Suzume confirms with a laugh. "They sink, especially the Alolan variety. But the Alolan variety also doesn't need to breathe all that much, and their claws are all very well-suited for clinging to normally slippery surfaces, so they just wade across the bottom of a body of water. If there's a problem they need to intercept, well, they jump and hit whatever it is from below. They can then stay up on the surface by creating areas of ice to hold onto, and they do all of this while being, on average, pretty much indistinguishable from sea ice. Less useful during the height of summer, but it's incredibly potent camouflage for the rest of the year."

"Huh."

"That said, my family doesn't just rear the Alolan Sandshrew line. We use... well, whatever we can get, from Bibarel to sufficiently mean Walrein and so on. Lapras have started to become more common too, after their population rebound, but the most popular by far, both in my family and in others, is the Piplup line," Suzume continues. "They're everywhere up north, they're social Pokemon so they tend to be easy to connect with, and once they evolve into an Empoleon they have all the tools they really need to fend off the major predators we deal with."

Turning to the side, you and Suzume start descending down a stairwell.

"You know, I really thought Empoleon was bigger than it is," you admit into the silence. "They look like a Pokemon that should tower over me, not on average match my height."

"Yeah, that's the Charizard effect for you."

The rest of your walk is done with the kind of back-and-forth chit-chat that has nothing particularly important in it, but is necessary to fill the silence, and before long, you find yourself arriving at a room listed '491A'. The door is slightly ajar, and you can hear the soft rattle of conversation going on behind it. A glance towards Suzume, then a shrug, and you take the initiative, pushing it open and stepping through.

Inside, you find one unfamiliar face and one very familiar one.

"Haywood?" you ask, a little startled. You'll admit, you... did not expect to ever see him again; not that he isn't a great guy, just that there's a lot of rangers and an equally large number of missions.

But there he is, bushy eyebrows and all, turning to look at you from where he's talking to a tall woman.

The woman has warm, brown skin and looks to be somewhere in her mid to late forties, by your estimate. Her hair is a vibrant red and thick with curls, while her face is sharply defined by a hawkish nose, narrow mouth, and heavy-lidded, green eyes. Her mouth is creased into a relaxed smile.

"Kylie? Wait, Suzume too?" Haywood says, eyes jumping between you and Suzume. "Woah! Nice haircut, Suzume!"

Suzume jolts, flushing a little. "Thanks, Haywood. The long hair wasn't doing it after the first mission, so I got it cut back a bit."

The woman takes this moment to step forward, glancing over the two of you. "And you must be the new additions I saw pop up on the mission tracker. I'm Nalini Yokota, and I'll be leading this mission over the next week and a half. I've been Shoal Cave's custodian and the head of the tour staff for the last seventeen years. You are..?"

"Kylie Parsons," you introduce yourself, waving one hand. "From Orre. I don't have any particular specialty yet, but I'm very familiar with tidal caves."

Suzume gives her a quick bow. "Suzume Maekawa, from Sinnoh. Haywood over there is one of my seniors. My family has herded Spheal effectively since we arrived in Sinnoh, back during the second migration. Thanks for having us."

"The thanks is all mine," Nalini replies quickly, waving one hand. "You're coming over to help get my normal job running again. In any event, the two of you should settle in for a wait; if you didn't know, you're really early, and we'll be here until either the departure time or we fill up completely. If you have any questions, I'll be doing paperwork over by the table, so feel free to c'mon over and ask."

With that, Nalini walks her way back over to the table, sitting down next to a stack of papers and what looks to be her luggage.

Haywood approaches the two of you a moment later, looking pleased.

"I thought you were focused on marine missions?" Suzume asks, looking at Haywood.

Haywood shrugs. "This is still technically in my wheelhouse, I did do work on Iron Island, as opposed to just overseeing the fisheries around it. That said... this is also a bit of a breather for me. It's not that I expect this mission to be a breeze and I'm approaching it with that in mind, but after the last mission?"

"The one with the multiple stress-evolved Gyarados," Suzume chimes in.

Haywood gives her a fond look. "Yes, that one. After that, I figured I deserved something that wouldn't make me age exponentially from stress. Keeping my feet on solid ground is nice, for a while."

"Well, it's good to see you," you say, smiling at him.

He smiles back.

"Have you seen Satako or Erin around?" Suzume asks.

Haywood shakes his head. "Nope. Last I checked, they're still doing transport runs with their Staraptor."

After some chairs are pulled up and Suzume is relinquished of her bag that must be nearly a quarter as heavy as she is, the three of you fall into casual, on-and-off conversation to pass the time. You're in the middle of a debate over whether or not Hoenn is hotter than Sinnoh is cold - you're of the opinion that you can almost certainly find a desert valley in Orre that's hotter than Hoenn, but are summarily overruled because that's apparently 'not relevant' - when the next set of people come through the door.

It's a pair: a man and a woman, joined by a total of five Pokemon. A Jolteon and Poliwhirl keep close to the man, while a Stunky, Absol and what Haywood has to identify as an Archen follow after the woman.

"Welcome!" Nalini greets them with what you're realizing is her standard level of exuberance. "Names, please."

"We are, uh, Tobia Karagiannis," the man says haltingly, his Daugo sluggish and heavily accented. It's the accent that confirms a hunch you had when the two entered, initiated by the lack of pokeballs on their hips. Whatever part of it these two happen to be from, they are certainly from the Republic of Caldeia.

"Jessica Seeger," the woman adds, just as clumsily. Neither of the two, then, seem to have a good grasp on Daugo. "From Almia."

You scan over the two of them. Tobia is a little taller than you, with a head of thick, black curly hair cut to just above his ears, and a goatee on his chin, as well as eyes as dark as his hair, and a slightly bent nose, presumably from a prior break. His skin is slightly tanned, olive more than anything else, with a small scattering of freckles over his forehead. Jessica is the taller of the two, by nearly a head, and has light brown, pin-straight hair, with the same olive skin as Tobia, though it is a shade or two darker than his. They have about the same build: generally athletic, focused more on the arms than the legs, if not to the point where it's greatly apparent. They both seem to be about your age, maybe a few years older, at most.

Nalini quickly ropes them into a conversation, which lasts a few more minutes before the pair is ushered off to one side. Once there, the two of them shed their bags and start talking rapidly in Cordean, keeping just quiet enough not to be intrusive, but not so quiet that you can't hear it. At some point, you see the Jolteon clamber into Tobia's lap, while the rest of their Pokemon find sitting positions around them.

Not fifteen minutes later, a third new arrival appears, and is so tall he needs to duck through the door.

The man must be at least seven feet, possibly taller, and though you don't think it's beyond the confines of normal human height, it's absolutely on the far edge of such a thing. He's tan skinned, the colour closer to Nalini than Tobia or Jessica, with a profoundly lanky build, a face that makes him look like a stretched-out seventeen year old, as opposed to what you're assuming is someone around your age, and his dark orange eyes are hesitant, flicking around the room as he awkwardly brushes curly blue hair out of his face.

"Is this the Shoal Cave restoration group?" he asks, still slouching beneath the door frame, as though being wrong and taking a step inside might set him on fire.

"That it is!"

Ushered inside, Nalini soon manages to extract a name - Dax Umar, from Hoenn - out of the tall, nervous man, and just a few moments later he too finds for himself a seat, still slouching as he goes digging through his bag.

He would make a good professional basketball player in another life, you think.

The final person to arrive, some half-an-hour later, is a pale man with blonde hair, purple eyes, and enough freckles to add an entirely new dimension to his skin. He's a bit taller than you, maybe by a hand, with a gymnast's body that speaks to many, many years of rigorous, agility-related athletics.

"Shoal Cave?" he asks, voice a blunt near-monotone.

"Yup!"

"Good, I apologize for the delay, I was a little lost," the man continues, stepping inside. Nalini approaches, and he offers up his hand for a shake, which she takes. "Ignatus Heath, from Paldea. My area of expertise is coastal caving. It's good to meet you"

He's settled in within the next five minutes, and it's then that Nalini claps her hands to draw everyone's attention, standing up. "Alright, I think we're good for people. We'll be heading out now, and with that in mind, I'm going to go over some details quickly, alright?"

No rejection is forthcoming, so Nalini continues.

"First thing's first: if you need to pee, grab something to eat, or anything like that, do it now. The trip is going to take several hours, and my boat does not have a bathroom on it. You can bring food on, but, well, if anything has to leave before we arrive on the island, it's going to be unpleasant for everyone," she explains with the affable cheeriness of a kindergarten teacher who has not only seen all of this, but has seen monumentally worse. "We won't be using the normal tour vessel, that is still out for repairs, so the ride will be a little choppy. If you get seasick, please bring something to compensate for that. Speaking of the island, though, who here has their cold weather uniform on them? Show of hands, please!"

Suzume and Haywood raise their hands, while the two Almians glance at one another and start talking in Cordean. Whatever the conversation is, by the end of it Jessica looks utterly exasperated and raises her hand alone, while Tobia looks to be sulking a bit.

"Alright! Jessica, Suzume, Haywood, get your jackets into a position where you can easily retrieve them. We'll talk in more detail about the unique temperature conditions on the island when we're there, but you'll want to be able to put it on and take it off easily. As for the rest of you, c'mere please!"

Getting up, you shuffle to the front of the room alongside Dax, Ignatus and Tobia. Nalini reaches beneath her and shoves a box out from beneath her chair, cracks it open, and starts tossing rolled-up jackets at each of you, the bundle of clothing kept in place by a thick rubber band around its centre. Just beneath it, you can barely make out what seems to be 'SHOAL CAVE STAFF' written across the surface.

The jacket is surprisingly heavy in your hands, especially when the material feels not unlike a thicker windbreaker, if little more than that.

"Those are for you. You wear those under your vests when necessary, and I know it's a bit of a pain, but it's necessary. Try them on during the trip over; they should fit most body sizes, but I have a few extras in this crate that are both bigger and smaller, so don't worry if they're not working for you. Otherwise, same rules as the rest: keep that somewhere you can easily grab from your bag and put on, because you'll need to do it. That said, once you're comfortable with it, don't keep it on right now; we're still in Hoenn, and I don't need any of you getting heatstroke."

You nod, already opening up your bag to stuff the wad away for later.

"Alright! Last call for bathroom, food or otherwise, then let's head out!"



The trip over ends up taking a little more than three hours, all told, even under ideal weather conditions. Nalini's boat is not an especially impressive vessel, when compared to the ones you've been on, but it is seaworthy and piloted by a woman who knows what she's doing, so you make good time all the same. It's just big enough to fit your entire group on it, though you end up spending much of the trip sitting on a box of rations, staring out a neighbouring window.

The route you take follows the Hoenn mainland north, keeping it near-perpetually in sight, before swinging off and arriving above Senyou. There, the ship is led, finally, to an island.

Stepping out onto the dock, carrying the same rations you sat on, you take it all in.

The island is not unlike a mountain that just so happens to have formed out of shallow ocean waters, jutting up into the sky ahead of you. The area around the island is suffocated with vast tracts of shallows - or shoals, which makes a good deal of sense - that has likely been the death of numerous boats over the vast expanse of history, and on the trip over had made your stomach twist and turn watching Nalini casually navigate them. The apex of the island makes you crane your neck skyward, and though you're not good at estimating these things, what you can say is that while it's shorter than Sky Perch Cliffs, it is still big by every definition.

It is also, you have to say, unusually cool for Hoenn. The high for today, last you checked, was twenty-nine degrees celsius and about seventy-percent humidity. The humidity is still here—matter-of-fact, the island is choked with fog banks that seem unwilling to leave even under the harsh overhead sun, narrowing your field of view, but the temperature here must be around five to ten degrees lower than it is anywhere else in Hoenn. It's not cold, you need to stress that, but it is temperate when Hoenn is anything but.

The island itself can be separated out into three distinct parts, in a sense. At the lowest portion of the island, on which the dock is attached, it is raw, exposed stone, brownish-grey and slick with tidal litter and lichens. There is no gravel here, no sand, nor even really any dirt; anything that grows here must do so on barren rock, and while plenty have managed it, it does leave this lower region barren. The wharf you're on is attached to a shelf of rock, on top of which is a cluster of about four buildings: three crammed into a row off to your left, hugging the coast, boxy and off-white, while the last is pressed up against the swell of the mountain's rise, right up against a cliff face. This last building has a great deal of signage clinging to it, clearly indicating its purpose: it's the place you go to get a tour of Shoal Cave.

There's not so much a road as there is a worn rut in the ground that leads along the side of this shelf, until it hits a hill, into which stairs have been carved. Up those stairs, the rock fades, slowly replaced by dirt, and at the apex of that hill is a lighthouse. It juts into the sky as all lighthouses are intended to; it looks, you think, rather old, with faded paint and a glass-covered apex that's a little too boxy to be modern, even by your standards. There's a garden out in the front of the lighthouse, just barely visible in the fog, and another joining path that leads up a hill to what you'll describe as the second portion of the island: the forest.

It is, well, a forest, and at this distance the fog is thick enough to block any more investigation of it. What you can see, though, reveals a forest that holds to the higher slopes of the island, filling any surface they can find, and it looks just as dense as any other forest in Hoenn. What's unique about it is that it is so contained, refusing to descend any further than it is now, and instead clinging to the island's highland interior like a vine.

Above that, visible by virtue of the fog giving way, is only rock and stone. The third and final section of the island is as barren as the first, leaving the forest as a stripe cutting through brown-grey, like a band of iron observed in the strata of a cliff face. Again, it's not as high as some things you've seen recently, and you don't think it really goes high enough to call it mountainous, but it's unlikely to be pleasant to be up there, and a fall from that height would be as lethal as one off the side of Sky Perch Cliffs.

"Welcome to Shoal Cave Island!" Nalini calls out over the sound of the waves and the wind, stepping onto the dock next to you. "The island doesn't actually have a proper, official name, as the caves have always been the more relevant topic when talking about it. We'll be heading towards my house—which is the lighthouse you can see—just up ahead. You see those three buildings along the coast? The one closest to the lighthouse is where you'll be bunking. As you've no doubt noticed, it's a lot cooler here than it is in the rest of Hoenn, and that's because of the gigantic deposit of ice-type aura present in the environment. It will get colder the further inland you go, and in the caves, the temperature generally starts at a few degrees above freezing, and plunges the deeper in you get."

Stepping forward with her own box, Nalini starts to jog, and the rest of you lurch into motion after her, falling into a relaxed trot as you pass off of the dock and onto the rock. Your attention slips a bit as you follow after, and considering both what you saw coming in and the rate at which you're moving now, you figure you could - under ideal running conditions - make a loop around the island in about an hour. Of course, the nature of the island itself would probably triple that time, as there is no such thing as ideal running conditions when the terrain is a mix of upturned stone and sheer cliffs.

"Now! Out here in the open? Temperatures average around twenty to twenty-two degrees celsius. During heat waves, add another three to five degrees on top of that, after which it tends to cap out and instead you get an exponential rise in humidity until that's the main factor stopping you from going outside," Nalini continues, her voice falling into a practised, educational cadence. "At night, the temperature drops to around fifteen degrees, give or take. For those of you who haven't lived in a region with strong seasonal variance or low temperatures generally, that's not really enough to be passively dangerous to you, but if you're soaking wet and-or exhausted, that's when problems start coming in. Hypothermia's unlikely, but it's good to keep this in mind, so be cautious if you're out at night, alright? Now, here's the thing! That temperature is the general temperature, and there are parts of this island - particularly at any point where there's an opening into the cave system below - where temperatures plunge rapidly; generally, these areas stay above freezing, but while fifteen degrees is not a substantial hypothermia risk in non-winter clothing, five can be under the right conditions."

You start taking the stairs up the lighthouse, following after Nalini as she goes up them without so much as a deep breath, despite also keeping up a running commentary. As you clear the last of the steps, you very nearly go tumbling back down them, as your peripheral vision picks up on a large, hulking figure moving at high speeds.

Twisting, you spot an Alolan Golem trundle right towards Nalini, and your heart only stops hammering when you see her just smile at the approaching Golem. Moments later, two more figures join the approaching Golem, emerging from elsewhere around the lighthouse: a Wobbuffet, and... a Pokemon you are entirely incapable of recognizing. The Pokemon is primarily white, with wing-like arms that end in small hands and start at the skull, and a head that is somewhere between a skull and a beak in shape, with a tapered tip at the back and a crown of icy crystals clinging to their scalp. The rest of their body is just a torso, ending in a feathery hem, with a red band of hardened... something.

The Pokemon floats, as opposed to sliding across the ground.

Nalini slows her jog down to a walk, then stops entirely as the three Pokemon cluster around her. "See? I wasn't gone for long, now was I?" There's a sound like machinery discharging electricity, and her grin widens. "Ah, right! Introductions! These three are my partners on this island of ours: Lace, my Froslass, Mike, my Wobbuffet, and Nutmeg, my Golem."

"Go-lem!" Nutmeg, apparently, bellows, throwing her claws above her head.

Nalini grins. "You'll be seeing a lot of these fellas, as none of them spend much time in their pokeballs. C'mon in!"

Moving after her, you follow Nalini into the lighthouse and find, well... a home.

The bottom floor of the lighthouse is home to a small, cramped kitchen, dining space, a bathroom with the door ajar, and a living space which amounts to a love seat crammed up against a window with a television in front of it. Off in one corner are a collection of food bowls, as well as some pet beds, and the entire space is very well lived in. Around the outer ring of the room, there is a pair of stairways: one that leads up to a second floor which must have at least one other floor above that one, to make it all the way up to the apex of the lighthouse, and the other that leads down into probably a basement, you can't tell from where you're standing. Both staircases are wide and heavily reinforced, resembling extensions of the stone walls of the lighthouse more than they do anything else.

Nalini, a few paces out from the kitchen, drops her box down at her feet. "Just over here, alright?"

You and the rest of the rangers on carrying duty - Suzume managed to sneak out of it, as did Ignatus - do just that.

Nalini smiles, stepping to the side and reaching out to brush a hand over Nutmeg as she passes by, making a line for the basement. Mike waddles over to a lounging chair and topples over into it with an undignified grunt, basking in a ray of sunlight, while Lace just... floats up and up and then phases through the ceiling, the only evidence of her passing being a patch of frost left clinging to the ceiling.

"For today, we're going to work on getting established and getting the rest of you comfortable. I've already done all the basic work in doing stuff like getting the electricity online, preparing your bunk space, and so on, but I haven't done much more than that, because until today, I've been tied up doing work in other parts of Hoenn," Nalini explains, stepping over to the kitchen nook and quickly washing her hands. "Once it became clear the integrity of Shoal Cave wasn't at risk, and there was no evidence of large population disruptions, repair work on the island got deemed as low-priority, which is honestly entirely fair considering what I've seen in the rest of Hoenn. That said, we don't need to triage emergencies anymore, so work can begin on getting this place functional again for both the tourist season and scientific research, but all of that, quite frankly, is going to involve a lot of hiking."

Wiping her hands off on a towel, Nalini turns back to all of you, leaning back against the counter.

"As the mission listing said, I want you all split up into two teams over the duration of the mission. None of this is permanent, if you have problems or want to jump around, just tell me, but it lets us focus our attention in multiple areas at once. With that in mind, we're going to lay the ground work for that today; we have two things we'll need to check on, and I want one team doing each," Nalini says, scanning over all of you. "The first team is the one I'll be leading, and we'll be heading up into the forest you saw coming in. There's a lot to be said about that forest, and we'll get into that if you come along, but for now, all you need to know is that it's extremely foggy and is the main residence of the Cubchoo line, so you'll be wearing bells while we're up there. I have good reason to believe the earthquakes that hit this part of Hoenn opened up more ingress points into the caverns below, which as I mentioned can cause pretty severe temperature variations and other issues, and I want to update my map so we know where each of them are. We'll also be checking for markings, and in general I'll be trying to get a good idea of the general health of the forest. It seems like it came out of all of that mostly unscathed, protected by Senyou Island as we are, but it's always good to check.

"The second team, I want going down to the shore and walking around the island, counting heads. Any Spheal, Seel, or Popplio-line Pokemon you see basking up on the shore will need to be noted down. Don't try counting the ones underwater, it's not worth unintentionally inflating numbers, and a head count like this is easily compared against past tallies," Nalini continues. "You'll also be keeping an eye open for anything weird you see, and I'll give you a map of the places where caves normally are, so you can tell me if there's a new one. I didn't see anything myself, but again, I've been busy. This will be less physically demanding work, and honestly less prone to danger than heading up with me, but things can still go wrong, and I don't think I need to tell you what facing down an angry Walrein can be like, so keep your heads cool, do your work from a distance, and try not to make too much of an impact. Once you make the full circuit around the island, you can hang out here if we're not back yet, or if we are, pass the report onto me. Then we'll do an early dinner, and I'll let you all out to explore - within reason! - your home island for the next ten days. Sound good?"

There's a general noise of assent, and people start quickly splitting off. The two from Almia immediately offer themselves up for the head counting job after a moment of quick discussion in their native language, and take up a position off to one side. Haywood and Dax, meanwhile, present themselves for the forest exploration team, which just leaves you, Suzume, and Ignatus.

"Do you have a preference?" you ask Suzume, already aware you'll be pairing off with her regardless.

Suzume shakes her head. "Not really. I've got a lot of experience in cold, foggy forests - besides evergreen ones, they're basically all north Sinnoh has - and obviously I'm very comfortable with counting Spheal from a distance. What about you?"

That's just the question, isn't it?

Choice:
[ ] You'll join the cloud forest survey
You and Suzume will pair up with Nalini, Haywood and Dax to explore the highland portions of Shoal Cave Island, where you'll navigate foggy forests in search of new openings into the cave and Cubchoo-line markings, among other things. Expect a lot of hiking, navigating under low visibility, and a reasonable likelihood of getting into close proximity with the inhabitants of the island.

[ ] You'll join the head counting group
You and Suzume will pair off with Tobia and Jessica in counting any Spheal, Seel or Popplio-line Pokemon you can find basking up on the shore, while also keeping an eye open for anything amiss. Expect a lot of navigating rough shore terrain, finding vantage points, and getting a better lay of the island's lower portions.
 
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