- ! event log,
- ace attorney: phoenix wright,
- bbc sherlock: john watson,
- fear street: ziggy berman,
- grishaverse: the darkling,
- gundam seed/destiny: yzak jule,
- my hero academia: toru hakagure,
- pacific rim: newton geiszler,
- shta: sherlock holmes,
- star trek aos: leonard mccoy,
- terminator: the t-800,
- the old guard: andromache,
- the untamed: wei wuxian,
- the witcher: yennefer of vengerberg,
- transformers: minimus ambus
MISSION: THE SUN NEVER SETS ON AMARYLLIS GROVE
● ● ● M I S S I O N 1 7 . 1

Over the course of the station’s downtime, even the least astute observer will notice the sudden influx of crewmates aboard the station. Before you can further inquire and investigate this anomaly in your usual routine, your earpiece will ping! with the familiar sound of a newly received mission file. Viveca’s voice immediately follows.
After reviewing your mission file and gathering all of the necessary supplies and clothing options, those who are well prepared might have enough time for a decent night’s sleep. If you aren’t the sort to sleep before a mission, well … carry on.
When morning arrives, you’ll make your way to the teleportation platform to join your fellow crewmates. Viveca and Degar are already standing by, the latter passing around the aforementioned potion to those who will be needing one. Finally, when the entire crew has assembled, Degar starts to speak.
Viveca nods from her place.
Degar lifts both hands to give them all a cheesy little thumbs up. Without further ado, the hum of the platform, as it begins to power up, grows louder and louder until it’s impossible to hear anything else but the machinery thrumming in your ears. Soon enough, you’ll feel the familiar tug at the pit of your stomach as you’re whisked away from the station and towards your destination. But for a moment that feels both too short and too long, you hear it: whispers, echoes, voices that speak to you in several tenors at once, all of them providing you with a goal in exchange for their help.
Before you have a chance to answer, your surroundings begin to paint a clearer picture. You’ll be found in your usual place of choosing: whether that’s your own household, the park, or one of the several locations in and around town.
Welcome, Orbers, to Amaryllis Grove.

On the day of the Orbers’ arrival, the weather is crisp and sunny, the trees still lush and green with only the barest hints of the leaves beginning to yellow and redden at their tips. As the summer months slowly transition into cooler autumn temperatures, the entire town feels pleasant, even cozy. The clouds in the sky provide gentle overcast conditions and you might think to grab a light coat, or wear a longer sleeve but it is by no means chilly enough to feel anything but pleasant.
Depending on where you decided to arrive, you’ll want to begin your explorations and familiarize yourself with the Grove, which will be your home for the next little while.
1.0 The town of Amaryllis Grove will feel spacious and sprawling while also being cozy and compact. Cleanly paved streets wind in and around residential pockets and cul-de-sacs, threading through the community’s amenities, goods, and service buildings. The community centre, the library, the government offices, and the Mayor’s office can all be found in the main core of the Grove. The police station and television station (playing news and sitcoms in classic black and white) are situated nearby, and are all within walking distance of each other, and the neighbouring retail streets are located just past the block. This includes clothing boutiques, restaurants, coffee shops, grocery and general stores (which will sell all manner of hardware, cleaning supplies, and simple, household magical items). Having a vehicle will certainly help to get around town if you’re in a hurry running any errands, but a bicycle works just as well, and the walkability is pleasant for those wanting to take a stroll.
Everyone here is well-dressed in crisply ironed slacks and button-downs in neutrals, or colourful A-line skirts and dresses with delicate detailing for their tops. Children and teenagers are likewise found in school uniform consisting of dark blue pleated skirts or slacks, and white shirts. With the weather beginning to cool, a well structured jacket may also be a part of the ensemble.
2.0 Once you’ve explored some of the town, familiarizing yourself with the backstory and family history you and your fellow crewmates have corroborated together, perhaps you’ll want to explore your house. Lined up in rows of pleasant, homogeneous pitched roof structures, each house in the neighbourhood will come equipped with all of the necessary spaces to live a perfectly suburban life, the most ideal environment to raise a family and grow old amongst generations of familiar faces. Each one-storey house, in either brick or ship-lap siding and in various colours, will have 3-4 bedrooms, an attached garage for the family car, a living room, bathroom, spacious kitchen, and enough yard space to require both a lawn-cutter and a green thumb for the garden. Interiors have already been furnished with all of the up-to-date items for the time, resembling Earth’s 1950s era to an almost eerily accurate degree.
Say hello to your neighbour when they greet you or wish you a pleasant day. Many will look perfectly human, while others may seem more alien with vibrant skin, an extra limb, antennae, gills, and the like. Some also possess magical abilities which is not seen as strange or abnormal here; however, the magic used in Amaryllis Grove consists of simple household magic to aid with cooking, cleaning, and keeping the house perfectly pleasant – otherwise known as ‘petty magic’. Whether you’re used to such sights will likely depend on where you’re originally from, but no matter who lives next to or near you, they seem friendly enough. They may even invite you over for dinner, or inquire when you plan on hosting your next party.
You’ll cook, clean, sleep, and host parties and dinners with your neighbours of Amaryllis Grove within the walls of your quaint abode so it’s best to get to know the space that will undoubtedly become second nature to you.
3.0 While the concept of ‘Halloween’ does not exist in Amaryllis Grove, other such Autumn festivities are highly anticipated, namely the annual gathering of the harvest. It is otherwise colloquially named ‘the Harvest’. It won’t come as news to any of the residents, as the season ends and food is plenty, the Harvest has been a long-standing tradition to celebrate the closeness of the community, and to express one’s gratitude for the people that you surround yourself around.
Your neighbours may inquire whether you’ll be bringing the same mash potatoes as last year, or perhaps the spiced meatballs that the Alkherns simply couldn’t get enough of — they were just so delicious! Either way, you may want to start coming up with a special dish to bring to the community gathering or find someone to snag a recipe from, as it’ll gain you admiration or admonition, depending on the popularity of your offering.

Sunsets are beautiful, picturesque moments that conclude the end of a perfectly spent day, and the sunsets in Amaryllis Grove are certainly no different. As the town winds down and residents return to their homes for the night, you and your fellow Orbers will follow suit – as is the way of things. The nights are a little overcast during this time of the year, with cloud-cover masking out the stars and the glow of the moon. It’s quiet. Only the sounds of night-insects chirping can be heard, and the soft, occasional coo of a bird asleep in its nest.
4.0 Perhaps you’re catching up on some late-night reading, or grabbing a late-night snack or a night-cap. The last of the evening hours are usually spent in the comfort of your own home until a new day begins, although there is a town speakeasy that remains open until late, if you can find it. Once you climb into bed, there really doesn’t seem to be a reason for anything other than a soundless, well-deserved rest.
You’ll be tucked up in your own bed, or perhaps the bed you share with your backstory-spouse, when you hear a shrill scream that wakes you up from your sleep. High on the adrenaline, you may want to don a robe and your slippers and step outside past your front door where you’ll be joined by other neighbours on your street. They exchange glances with each other, and then may meet eyes with you, and they look scared, with their wide eyes and clenched fists, some of the husbands and wives holding each other’s hands for comfort. It isn’t outside of the norm for such a startling cry. The house in question will be fully lit, with Mrs Myrsdin sobbing into her hands, mumbling, ‘I told him not to say anything! I told him to keep quiet! It came for him–’ as the AGPD (Amaryllis Grove Police Department) approach her, one of the officers patting her shoulder in consolation. Another officer moves towards a cluster of concerned neighbours, assuring them that this will be taken care of, and when they spot you, they’ll tell you the same.
It might seem difficult now to head back to sleep, but the crowd disperses and the AGPD lead Mrs Myrsdin back into the house. The lights remain on for another hour, maybe two, and then the entire block quiets again, the AGPD preparing to leave for the station once more. It seems there’s nothing else to do but get as much rest as you can before the morning ... but everything about this doesn’t sit quite right. Maybe you'll linger behind for a moment, see if you can ask a few questions, gather a bit of information, as it seems that after the brief moment of shock none of the residents seem to be particularly surprised by any of this.
5.0 The skies are blue and the sun is bright, and as Amaryllis Grove wakes up to a new day, everything feels as though Mrs Myrsdin never screamed into the night, with no signs of the AGPD having visited, and not a whisper to be said of Mrs Myrsdin's husband disappearing. If you try to investigate what happened at the house last night, Mrs Myrsdin will conveniently be absent, and any neighbours around you may either greet you with the most firm, reassuring smiles, or an outright aloofness to ignore anything you say. They’ll interject by telling you about the Harvest festivities, or make a comment about the weather. Some might sound snappish and dismissive. One thing’s for sure: everything feels tense.
But as the skies gradually shift to an overcast, one of your neighbours may gesture to the sky with another plasticky smile, commenting about the brightness of the sun. ‘It sure is bright today,’ they might say, the comment seemingly so off-handed. It’s casual, polite, and a little strained. ‘It’s got a far reach.’
It’s too bright to stare directly into the sun without damaging your eyes, but as you glance up just past it, you might notice that the sun looks a little … too close. And it doesn’t look a whole lot like a sun either, though it is bright but it looks like a large whitish sphere with a piercing, golden iris and it seems to be watching. This certainly wasn’t in the morning’s weather report.
6.0 As you continue to settle in Amaryllis Grove, you may begin to pick up on other strange things that you hadn’t noticed before – not surprising, considering the whirlwind of events that have taken place in such a short period of time and having to grow accustomed to the daily lives of the residents in Amaryllis Grove.
There are figures that resemble people scattered around town in all shapes, sizes, and races, replicated with excruciating detail, all the way down to their expressions and poses. In their everyday wear, they stoically fill in corners and take up empty spaces, and while it can’t possibly be true, their eyes seem to follow you as you move past them – even with the empty gazes of their glassy eyes. They’re made of metal and clad in something soft and pliable to make up their skin. Once you know what you’re looking for, they almost start to make themselves more visible to you. But if you study them for too long, you may begin to feel a little nauseous and queasy, and temporarily experience vertigo. Or you may start to have feelings of paranoia settle in, making you short-tempered and twitchy.
These figures can be found almost everywhere around the town, but they will mostly be populated in and around the residential blocks, looking as though they’re busily living their lives in passive background poses. They’re easy enough to miss if you aren’t sure what you’re looking for, and they’re so life-like you almost feel rude staring for too long, in case they turn their heads towards you.
And on the next night, you might catch the glimpse of a dark, stationary silhouette of a man in the Myrsdin house just before Mrs Myrsdin draws the curtains closed.
F Y I
• If you have questions about any of the prompts or the mission in general, please direct them HERE.
• To explore a specific location or speak to any of the NPCs, please submit your search request HERE.
• And finally, your soundtrack for this log: ♪ ♪ ♪

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Do you think it's something written down and not passed by word of mouth?
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[ Yzak follows Joric's lead, moving to take a seat on the lounge chair next to the couch. He gently twists his wrist in circles, swirling the ice around in the drink. ]
So there's got to be some sort of information in there that stands out. And I'm not above looking beyond that while I'm at it.
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[ He can't begins to understand how the police force here works, but he's not sure they'll adhere to the normal behavior of filing reports. Very little about this place seems normal. ]
This might be something they keep secret.
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There's sure to be something that seems odd or out of place. And even a small thread like that can lead us to discovering more about what's going on here.
The officers at the station all do roughly the same things. So once I've got a reason to file something away, I'll have access to tonight's incident as well as any past ones that have occurred. And I'm a much faster worker than these guys believe.
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I only have to worry about looking in people's garbage. Nothing has stood out to me so far.
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Garbage, though, that is a good idea for a place to look for things. Trying to rid oneself of an item or something that could get them into trouble if they're discovered to have it.
But it also sounds fucking disgusting, too.
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[ A pause. ]
After I shower, of course.
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[ He looks down into his glass. ]
Anyway. How have you been settling in? To this sort of place.
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It doesn't feel very comfortable. I think I prefer camping in the woods to having to mow my lawn and having neighbors judge me all the time.
[ Does he hate having a nice, big bed? Of course not. But he'd trade it for the cold hard ground if it meant he wasn't getting daily visits from the house spouses annoying him for some perceived transgression on his part. ]
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I'm all for sticking to routine and aiming for perfection in whatever it is I set my sights on, but this? This is too strange. Too rigid. Too little a mold for what constitutes as "good' or "acceptable."
And the fact that we're being watched, with citizens clearly scared of some sort of punishment if they stray from the expected...
[ His frown dips a bit, he slowly shakes his head. ] It reminds me, a bit, of a path my world almost went down.
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[ Joric can't speak for all the other lands of his world, but none seemed so rigid as this one. ]
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[ He takes a small, slow sip of his drink, flashes of those final battles in space. He thinks of his own thoughts back then, in the moments he could properly have them when he wasn't on the frontlines. ]
Our Chairman - our former Chairman - introduced what he called the Destiny Plan. A worldwide computer-based system that would take someone's genetic makeup - the stuff that makes humans, in short- [ Since he knows Joric is not very versed in sciency bullshit. ] analyze it, figure out what place would be best suited for them in the world, and your life and job was set for you based on that.
He'd launched the idea under the belief that there'd be no need for war or struggle, if everyone knew where they belonged in the world in advance. And in some ways, it doesn't sound completely bad, depending on who you are and where you are in life.
But an idea like that, essentially, is the removal of free will. No choices in life, no form of freedom. Simply stick to the plan, do what you've been tasked to do, and all will be well. A sort of "perfect world" but it's all controlled by that system.
[ It's night, but Yzak's eyes lift to the sky, where that "sun" is so constantly watching them and the people here, who are all clearly afraid of some sort of retribution if they question or push back against things. ]
People rejected the idea. But the Chairman had already amassed a great deal of influence and power and our military had the upper hand by then in the war. He showed everybody first hand what going against it would mean. He annihilated an entire base of our opponent, and then prepared to do the same to other nations that likewise weren't planning to accept it.
But there were enough people still out there who were able to rally together and stop him, before everyone who'd question or not go along with such an idea were wiped out from the world.
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It is good that there were enough willing to stand against him. I see how precarious the situation must have been at the time.
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Everyone was angry and exhausted. The idea of a world where those sort of things would never have to happen again probably sounded great after such colossal loss.
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[ But Joric well knows what it means to protect those who can't protect themselves. He thinks his mind would be a great deal more unsettled if so many civilians had died in his country. ]
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Do they want your land for a specific reason?
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[ He shakes his head. ]
Soon enough their blades will be dull and they will be unable to continue the fight without the ore to make new weapons. They will have to pay us or try and find other countries who will trade with them and can give them our ore that we sold to them. It is what they should have done in the first place, but they are arrogant and think they are better than us.
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Which is going to leave them nothing to barter with even if they did change their minds. Not to mention a lack of resources thus, defenses, and a smaller pool of potential allies if they ever needed aid since they sound like they enjoy burning bridges.
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[ He gives a wry smile before returning to his drink. After a sip, he adds: ]
Well, all I meant to say was that while I well understand the life of a soldier, I have thankfully been spared the suffering of my people.
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And then he brings it back to speaking of the innocent - those who don't fight. Those who need to be protected. ]
The lives of those millions of people who died in the blink of an eye, that's what I'm here to change. Those precious few minutes for my team that could have made all of the difference and stopped it entirely.
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[ His own regret is wholly personal and therefore much less important when compared with Yzak's. ]
We are nearly done, or so Degar says. Soon, you will make that change a reality.
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[ ... ]
Finishing soon, being done here. How do you feel about it? About this journey ending.
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Mixed. This is something I want, but something I'm starting to dread. I thought things at home hurt when I lost my friends; once they saw what I had become. But the thought of losing my friends here already hurts just as much and we aren't even parted yet.
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