Cutlerine
Gone. May or may not return.
- 1,030
- Posts
- 15
- Years
- The Misspelled Cyrpt
- Seen Mar 15, 2014
> Before you leave ask if she knows if any boats survived, if not we might have to take our chance and try and catch one of the Eldritch Krabbys and turn it into a personal ferry. Also if she'd be willing ask if she has a Pokegear, I mean I think we should give Falkner an update that 1. You've found information about the cause of all this and 2. THat you found another person who's sort of alive.
You already have a Pokégear, so you don't ask about that. You do, however, turn and ask about boats.
"There aren't any boats, are there?" you ask hopefully.
"NO," replies the stranger. "YOU SAW THE DOCK."
"Thought so," you sigh. "It seemed worth asking, though."
> At the risk of garnering a bit of unwanted memories, ask this person --who I assume is Jasmine-- about her Ampharos. On a side note to the Narrator, I'd like to say that I am loving the story so far. I have never been one to enjoy these sorts of stories, but this one has captivated me in a way similar to how a Barnacle catches unwitting Combine soldiers from its perch on a ceiling.
"Oh, and one more thing," you say. "What happened to the Ampharos here?"
"I KILLED HIM," replies the stranger. "HE WOULDN'T LEAVE, AND HE KEPT TRYING TO – TO EAT ME..."
Great. Now they're crying again. And you'd just built this up to a nice, neat little ending as well.
And you just bet that the bit about Barnacles will have given the Narrator a horrible idea to put something nasty above your head. You're going to be obsessively checking every ceiling you pass under for days after that thought.
In time, as ever, the stranger recovers, and once you've made sure they're OK it's time to leave. You don't want to outstay your welcome, if this person is capable of killing a fully-evolved Eldritch Pokémon.
> Take a moment to reflect on everything you know about the Whirl Islands. (Hey, if his astonishing level of expertise on eels is anything to go by, Othodox has hidden depths.) Maybe the gigantic city at the bottom of the sea is linked to the whirlpools... and could Lugia be mixed up in all this?
> On second thoughts, coming face-to-face with a highly intelligent, telepathic Legendary beastie who could apparently tear down cliffs by fluttering its wings even before everything went Eldritch... well, that might not be the best idea.
> Maybe there's room in the Lighthouse for two terrified humans to co-exist apathetically?
Ah, a descending elevator. The perfect environment for a little light musing. What to ponder, though?
Well, the Whirl Islands seem like a good place to start. They lie between you and your destination, and given that the caves beneath extend right down to the seabed and possibly below, they're about as close as you can get to the Deep One's natural environment.
However, the idea of an Eldrich Lugia is pants-wettingly terrifying, so you elect to abandon that line of thought immediately.
Hmm. How about eels? You have displayed some unusual knowledge of them, that's for sure, but no more than you'd get from reading the Swedish Sea and Water Authority webpage on them. You also know rather a lot about crabs, if your response to the Krabby or Kingler or whatever it was is anything to go by.
Perhaps as the player character certain knowledge comes hard-wired into your system? In a world where most evil seems to have crawled out of the sea, it might make sense to know this sort of thing.
> Ask about the state and/or existence of any boats in the harbor. Then, proceed out of the Lighthouse. Be careful though, there are Eldritch Krabby and Kingler out there, not to mention and Eldritch Cyndaquil/Quilava that's most likely actually an Eldritch Typhlolsion looking for you. Either way, you need a more effective way to either defend yourself or capture the Eldritch Pokemon. The Krabby may prove your only way to cross the ocean.
The crab in the lobby is dead.
You don't know how dead – the Eldritch Heracross still weighs heavily on your mind – but it's lying crumpled in one corner of the room, its blue blood congealing on its curled limbs. Even for an Eldritch Pokémon, that kind of wound's not going to heal easily – you think. Jawson has regrown a severed head multiple times, you realise.
Jawson. That reminds you: you were going to report back to Falkner. You step into the lift and close the doors for a moment, then call him.
---
A long, long way away, in the middle of dinner, there is a ringing noise from the mounds of loot; Falkner pushes past Clair, muttering angrily about cold callers interrupting everything, and roots through the heaps of supplies until he finds the object making the noise: a small, flat object with an oversized hinge. With a small noise of annoyance, he stomps it into oblivion and returns to the large rock that serves as his table.
"Sorry about that," he says to Clair, scratching that same area on the side of his head, nails drawing blood. "Now, where were we...?"
---
Hm. That's strange. No reply – and now the line's dead.
Well, you guess he did say he didn't want to see you again. Presumably he doesn't want to take your calls, either.
Shrugging, you walk out through the lobby, keeping one eye on the dead crab; at the door, you shift your items around to the familiar loadout: Vesta in the left hand, Hideously Dangerous Stabby Thing in the right.
hello you, says Vesta as you take her out of your Bag. She seems to be in a good mood, although you can't for the life of you see why. You're about to cross the sea, which you'd think would be a fire's least favourite place to be.
"My name is Othodox," you tell her, realising that you haven't told her this yet. "Like you're Vesta. I'm Othodox."
othodox... Vesta mulls it over for a moment as you open the door; she might conceivably have added more, but both of you are somewhat bowled over by the sight that greets you outside.
Fire.
Smoke.
Teeth.
Oh, crap.
Waiting at the point where the path turns down the hill is something half as long again as you are tall: a narrow band of blackened bones and brindled fur terminating in a huge, skinless head armed with the chisel-like teeth of a colossal rat.
Bloody eye-pits turn to you. The great teeth clack.
big vesta? asks Vesta hesitantly.
"Uh... no," you say, staring at the Eldritch Quilava. "No, Vesta, not quite."
You already have a Pokégear, so you don't ask about that. You do, however, turn and ask about boats.
"There aren't any boats, are there?" you ask hopefully.
"NO," replies the stranger. "YOU SAW THE DOCK."
"Thought so," you sigh. "It seemed worth asking, though."
> At the risk of garnering a bit of unwanted memories, ask this person --who I assume is Jasmine-- about her Ampharos. On a side note to the Narrator, I'd like to say that I am loving the story so far. I have never been one to enjoy these sorts of stories, but this one has captivated me in a way similar to how a Barnacle catches unwitting Combine soldiers from its perch on a ceiling.
"Oh, and one more thing," you say. "What happened to the Ampharos here?"
"I KILLED HIM," replies the stranger. "HE WOULDN'T LEAVE, AND HE KEPT TRYING TO – TO EAT ME..."
Great. Now they're crying again. And you'd just built this up to a nice, neat little ending as well.
And you just bet that the bit about Barnacles will have given the Narrator a horrible idea to put something nasty above your head. You're going to be obsessively checking every ceiling you pass under for days after that thought.
In time, as ever, the stranger recovers, and once you've made sure they're OK it's time to leave. You don't want to outstay your welcome, if this person is capable of killing a fully-evolved Eldritch Pokémon.
> Take a moment to reflect on everything you know about the Whirl Islands. (Hey, if his astonishing level of expertise on eels is anything to go by, Othodox has hidden depths.) Maybe the gigantic city at the bottom of the sea is linked to the whirlpools... and could Lugia be mixed up in all this?
> On second thoughts, coming face-to-face with a highly intelligent, telepathic Legendary beastie who could apparently tear down cliffs by fluttering its wings even before everything went Eldritch... well, that might not be the best idea.
> Maybe there's room in the Lighthouse for two terrified humans to co-exist apathetically?
Ah, a descending elevator. The perfect environment for a little light musing. What to ponder, though?
Well, the Whirl Islands seem like a good place to start. They lie between you and your destination, and given that the caves beneath extend right down to the seabed and possibly below, they're about as close as you can get to the Deep One's natural environment.
However, the idea of an Eldrich Lugia is pants-wettingly terrifying, so you elect to abandon that line of thought immediately.
Hmm. How about eels? You have displayed some unusual knowledge of them, that's for sure, but no more than you'd get from reading the Swedish Sea and Water Authority webpage on them. You also know rather a lot about crabs, if your response to the Krabby or Kingler or whatever it was is anything to go by.
Perhaps as the player character certain knowledge comes hard-wired into your system? In a world where most evil seems to have crawled out of the sea, it might make sense to know this sort of thing.
> Ask about the state and/or existence of any boats in the harbor. Then, proceed out of the Lighthouse. Be careful though, there are Eldritch Krabby and Kingler out there, not to mention and Eldritch Cyndaquil/Quilava that's most likely actually an Eldritch Typhlolsion looking for you. Either way, you need a more effective way to either defend yourself or capture the Eldritch Pokemon. The Krabby may prove your only way to cross the ocean.
The crab in the lobby is dead.
You don't know how dead – the Eldritch Heracross still weighs heavily on your mind – but it's lying crumpled in one corner of the room, its blue blood congealing on its curled limbs. Even for an Eldritch Pokémon, that kind of wound's not going to heal easily – you think. Jawson has regrown a severed head multiple times, you realise.
Jawson. That reminds you: you were going to report back to Falkner. You step into the lift and close the doors for a moment, then call him.
---
A long, long way away, in the middle of dinner, there is a ringing noise from the mounds of loot; Falkner pushes past Clair, muttering angrily about cold callers interrupting everything, and roots through the heaps of supplies until he finds the object making the noise: a small, flat object with an oversized hinge. With a small noise of annoyance, he stomps it into oblivion and returns to the large rock that serves as his table.
"Sorry about that," he says to Clair, scratching that same area on the side of his head, nails drawing blood. "Now, where were we...?"
---
Hm. That's strange. No reply – and now the line's dead.
Well, you guess he did say he didn't want to see you again. Presumably he doesn't want to take your calls, either.
Shrugging, you walk out through the lobby, keeping one eye on the dead crab; at the door, you shift your items around to the familiar loadout: Vesta in the left hand, Hideously Dangerous Stabby Thing in the right.
hello you, says Vesta as you take her out of your Bag. She seems to be in a good mood, although you can't for the life of you see why. You're about to cross the sea, which you'd think would be a fire's least favourite place to be.
"My name is Othodox," you tell her, realising that you haven't told her this yet. "Like you're Vesta. I'm Othodox."
othodox... Vesta mulls it over for a moment as you open the door; she might conceivably have added more, but both of you are somewhat bowled over by the sight that greets you outside.
Fire.
Smoke.
Teeth.
Oh, crap.
Waiting at the point where the path turns down the hill is something half as long again as you are tall: a narrow band of blackened bones and brindled fur terminating in a huge, skinless head armed with the chisel-like teeth of a colossal rat.
Bloody eye-pits turn to you. The great teeth clack.
big vesta? asks Vesta hesitantly.
"Uh... no," you say, staring at the Eldritch Quilava. "No, Vesta, not quite."