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Pokémon - Dawning Era

RoseQuartz

The Kitsune Dusk
Pokémon - Dawning Era

Pokémon - Dawning Era

~Overview~

Aldia, a vibrant country filled with races and people from all different types of life and professions. Bordered both by the vast sea, and the treacherous Colbal Mountains, it is protected from attack from other nations. Its small army is a little more than a formality, and spends most it’s time protecting the borders in case an attack does somehow break through, rather than patrolling the country and aiding the citizens.

Adventurers pick up where the army leaves off. People or varying races and disciplines, they travel the region, both exploring the vast uninhabited areas of the region, and aiding those in need of something done, whether it is as simple as an escort, or more complex like finding someone or a particular object. Adventurer’s reasons vary; some genuinely enjoy helping people, or discovering new things, while others are purely in it for the money that comes with completing the tasks set for them. Anyone can pick up a weapon and start travelling, however not all make it past their beginning days, as the lands of Aldia are dangerous and harsh.

Pokémon, as they are called in old lore, are monsters that roam Aldia, and its neighbouring countries. Coming in all shapes and sizes, they can be told apart from the usual birds and beasts by the strange abilities they possess. Some can breathe fire, others can command the wind and some even summon lightning; all however are feared by the majority of Aldia. Stronger than normal beasts, even the weakest can overpower humans, and it is often left to adventurers to deal with them if they get to close to a settlement.

The Deities are a group of unique pokémon of phenomenal power, capable of destroying whole towns or even countries. As tales of their acts spread throughout Aldia and other lands, they were added to and built on, slowly turning into myths. The creatures are now legends that are worshipped by almost all, in hopes they will grant a boon of power to aid in tasks. Which deity one follows depends on the person’s profession. Blacksmiths lay their offerings to the mighty Groundon, hunters revere the three beasts Entei, Raikou, and Suicune, while a thief may pray to the catlike Mew. Those without a specific deity tend to worship the ruler of them all, Arceus.

While most see pokémon as a plague of ferocious beasts that must be controlled, there are a few adventurers, who on their travels have discovered that not all pokémon deserve the brand of monster. Through various circumstances such adventurers might find themselves befriending one of the creatures, and brining it with them on their travels. Such adventurers are known as tamers, and they are often feared, and/or respected by the masses. Some even claim it’s the pokémon possessing and controlling them and many find it difficult to let go of their fears. As such most tamers don’t make themselves known, to avoid any repercussions.

~Plot~

The lore of Aldia speaks of 17 gemstones, only discernible from other stones by the warmth they emit when touched. While they look like an ordinary gem, something one might wear in a necklace or set in the hilt of a sword, they are said to hold the power to bend various pokémon to their will.

For hundreds of years people have searched for the stones, at least those who believe they are more than a myth, however there locations are unknown, spread throughout the land. Nowadays most see them as little more than fairytales, made up by some bard a long time ago.

One man however, has made it his mission to find them. Powered by dark ambitions, he had put together a band of renowned adventurers, all bribed with the offer of gold, battle or mischief, in order to search for the stones. While his goals once he finds them are unknown, of those who have heard of his ambitions, few believe it can be for good.

The quest has caused a shift in the balance of the country. Having used magic to locate one of the stones, forces have begun to shift. Pokémon once told of only in legends have woken from long slumbers and emerged, causing chaos and panic, and even the earth itself is moving, with earthquakes and storms beginning to increase in frequency.

With most unaware of the mages quest for the stones, the increase in disasters have been put down to bad luck, or the displeasure of the deities. Many offerings have been burnt in an effort to please them, however many still fear leaving their villages or even their homes. As such the number of quests for adventurers have increased, and many have seen it as an opportunity to get started, or become better known.

Taverns across the land are filled with adventurers swapping stories over a mug of ale while they looks for new tasks or quests hat may be asked for them. Many taverns have even taken to placing up a board where requests can be posted, though for urgent quests one can often expect to find a willing adventurer is one of the bars.

For a few adventurers of small renown, however, their day to day travelling is soon to be disrupted. Each of them have received a letter, requesting them to come to a small tavern in an out of the way village, for a task for which they have been especially selected. Some travel alone, some in pairs, while others have picked up companionship in the form of a pokémon, and all come from different ways of life and disciplines. One thing they have in common however; they have no idea what is about to be asked of them, or where such a simple task will end up leading them.

~Races~

The lands belong to many different kinds of people, all working together, each with their own traits, appearances, and ways of doing things. In general all races get along, however they may frown on another’s ways of doing things, or go by stereotypes before getting to know one another.

Dwarves ~ A proud warrior race, it is unwise to let the fact they are rarely taller than 4’9 let you think they are better suited for the back lines. While short they are broad, and very skilled with weapons, and it is in fact rare to see one not charging at the enemy.

They are often seen as stubborn, and are infamous for their love of gold and rare metals and mineral. They have been known to live to past 200, and remain vigorous and fit well into old age. They are typical some kind of warrior, however a dwarven cleric is also fairly common.

Elves~A race that prides itself on their magical talents, elves are often seen as slightly stuck up by other races, especially dwarves. With a typical height of 5’4-6’0, their most obvious feature is their pointed ears. They also have a wider range of hair and eye colours than a human, and elf with green hair and violet eyes are not uncommon.

Like dwarves Elves live to around 200, however they only shown signs of ageing in the last few years of their life. They are typically suited to the role of a magic user, though on occasion one may also choose to be a ranger, due to their natural dexterity and grace.

Half-Elves~ The off-spring of a human and an elf, half-elves gain aspect from both their parents races. Their ears tend to still be slightly pointed, and they tend to not be of too heavy y a build, however their appearance still vary a lot. They are often regarded as being very charismatic, understanding things from the point of view of two different races.

Half-elves are common enough for most to except them, and they typically do well in whatever path they follow, and favour no specific class. They live to about 85-90. though like elves, only really grow old in their last few years.

Half-Orcs~ Orcs are a race from outside lands, that tend to stay in their own groups and not bother with the affairs of others. On occasions, however, they may have an offspring with a human. The resultant half-orc is a powerful warrior, and most break 6 ft in height. They are fairly obvious, typically gaining protruding lower canines and a gray skin tone from their orcish parents, yet can otherwise be as varied in appearance as a human.

Half-orcs are well known for their tempers and enjoying fights, as such they tend to be suited as fighters or barbarians. They are often considered not to smart, but that is not always the case. There life span is around 65-70 years. If a bar brawl gone wrong doesn’t kill them first.

Halfling ~ At about 3’10 – 4’2 halflings are easily missed in a large crown, something they often use to their advantage, being well suited as rogues, an too sneaking around. Something automatically distrust halfings due to their penchant for being thieves, however they are also often very friendly and excitable, and also go far as bards.

Halflings tend to be fairly slim, and are skilled in acrobatics. They ten to have life spands around 65-70 years.

Human~ Humans are the jack of all trades of the world. Their skills, appearances, build all vary, and they can be fairly unpredictable in personality as well. While they don;t tend to stand out as much as other races, they can literally do just about everything, and do well in whatever they choose to pursue.

~Classes~

All adventures train in a discipline, which dictates how they fight, their style on the battle, and even what weapons and armour they use. Each class has unique aspects which makes it stand out from the rest.

Not all adventurers are content with a single class though, and may choose to dabble in another, or even just switch completely to a new class, though they still keep the experience from their old class. This is called a dual class, and means they can use skills from both, however, it means they are as skilled in either class as one who purely focuses on that class will be.

Barbarian~ A barbarian is a warrior who fights with strength over skill. They are always alert, and often faster and stronger than those of other classes, however in return they sacrifice defence, and tend not to wear much armour, aiming to hit their foes hard enough so they can’t hit back. Barbarians use a variety of weapons, typically though they’ll use those that do a lot of damage in one hit, such as a two handed axe or hammer.

The main aspect of a barbarian is their ability to go into a berserker rage, which increases their abilities even more, however they are left fatigued afterwards, and if the rage is deep enough, they may not be able to tell friend from foe.

Bard~ Bards choose to forgo weapons and rough and tumble in favour of an instrument and music. Their melodies are woven with magic, and with the right words and rhythm bards can use their songs to enhance their allies, or disable their foes.

Due to focusing on their music, Bards are fairly weak in melee, however most carry a dagger or short sword and a ranged weapon, in case they do find themselves needing to engage. They also tend to wear little to no armour, and rely on dexterity and dodging to avoid being killed.

Cleric~ Warriors who let their faith guide them, both in battle and in healing the wounded. While clerics can hold their own in a fight, typically using a mace or hammer, they often act as the medics of the battle field, using their divine magic to heal wound in seconds that would otherwise take weeks to heal.

They can also use a few divine spells in fighting, notably most using light, and being effective against ghosts. All Clerics follow a deity of their choice, from whom they gain they’re powers. If they act against their deities’ ways, they will lose their abilities.

Druid~ Magic users with a close bond with nature, Druids are capable of communicating with both animals and plants, and even pokémon for those who don’t fear them. Their primal magic comes from nature deities like Shaymin, and Celebi, though they don’t have to hold allegiance to just one, and instead respect them all.

Powerful druids are able to use their magic to change their forms into that of a beast or a pokémon. This will only last for a couple of hours however, and requires extensive training. Druids typically wear leather or cloth armour, and use a staff or a short blade if they need to fight, however they fare better using spells. Due to their ways and beliefs, Druids are always some form of neutral in alignment.

Fighter~A straight up warrior, fighters have no special skills, nor do they focus particularly in one area in fighting. Instead they are diverse, and capable of using a variety of different weapons and styles. This versatility allows them to do almost anything on the battlefield, and they focus equally on strength, speed and defence.

Paladin~ Paladins are holy knights, who fight in the name of their chosen deity, and often act as shields for the rest of their companions, due to being capable of taking a lot of blows. Though they are primarily melee fighters, they are capable of cast some divine magic, and have limited healing abilities. They can also use divine abilities to empower themselves or allies.

Typically paladins are heavily armoured, though their choice of weapons varies. All paladins have some form of lawful alignment, and must follow a deity of their choice, like clerics.

Ranger~Natures warriors, ranges traverse forest like others would streets. They excel at tracking, and can understand the minds of both animals, and pokémon who get close enough, and even to some extent converse with them, though not in the magical way of the druids, but just through observation and learning their habits.

Rangers are also the only class capable of efficiently wielding two weapons at once, however others may instead choose to wield a bow. Whatever their weapons, they prefer hit and run tactics, striking and moving out of harms reach before their opponent can retaliate.

Rogue~Rogues main skills lie of the battle ground. Setting and disarming traps, picking locks and stealth; this doesn’t automatically make them a thief or an assassin however, but many may find themselves earning a bit of extra money on the side when they can’t find any adventurer jobs.

When they are in a fight, rogues tend to allow their companions to draw the enemy’s attention while the sneak around, and take them by surprise. Due to training and expertise, rogues can do a lot more damage with a surprise attack than other classes, as they know just where to hit the target.

Wizard~ What fighters are to warriors, wizards are to magic users. Skilled in all areas of spell casting, their powers come from years of studying texts, and practicing till their technique is perfect. They can cast more diverse spells than clerics and druids, and also can cast more in general as the spells draw from their own energy, however this also means they will eventually tire.

Armour gets in the way of spell casting, so wizards will often stay at the back of the fight, out of harm’s way. Some may use a quarterstaff or dagger in case they find themselves having to fight, though they often come out worse than their opponent.

~Magic Info~
Magic is a powerful force that can achieve almost anything, if the person wielding it puts in the effort to learn how. Different classes access their magic in different ways, however all spell casting takes time, and only a few small spells can be down at the click of a mages fingers.

Clerics pray to their deity for a spell, and the energy comes from the deity themselves, though the spell is channelled through the cleric. They also can’t ask for too many a day, though the exact number varies, for a beginning cleric, their deity will often grant 3-4 a day, though if it is for healing, more may be granted.

Paladins use the same source as clerics, however as they focus more on fighting, the spells they can use are minor, and they typically only get 1-2 a day. Clerics and Paladins spells tend to take the form of light and holy attacks, or enhancements and healing.

Druids draw their energy and spells from nature, as well as nature deities, though they need to learn and recite the spells themselves. This means they can cast more spells than clerics and druids, however if they cast too many they will exhaust the energy of the area around them, and as such can only cast about 4 in the same place at once, though in dire needs they can tap into their own energy as well.

Druid’s spells affect nature, and may including controlling and manipulating plants, summoning animals, using the elements, and communicating with nature.

Wizard spells are of an arcane nature, and come from years of study. They only rely on themselves, and their own energy, and as such can keep casting spells until they run out. Larger spells however require more energy, and may also require some materials, such as a nature spell may need leaves and berries, a weather or a wind spell may need a feather. They also require chanting and hand movements, which may take as little as a few seconds to cast to hours, depending on the effect and power of the spell.


~Rules and Info~
• This RP is a blend of D&D (Dungeons and Dragons)/RPGs and Pokémon. Hopefully however, you shouldn’t need to have any knowledge of D&D to take part. Basically it’s a D&D style world, minus the dice and mechanics, and pokémon replacing monsters and deities. Fingers crossed this will work.
• Rating of PG-15 to be safe, as there will be violence. Just not necessarily very graphic, and we will actually be killing enemies and pokémon, not just defeating them. There would be a warning in the title except I managed to forget, and can't change it.
• I’m probably only accepting 4-5 people. Reserves are allowed, but will only be held for 24 hours, and are just for a place, not specifics like class or pokémon.
• As it is a pokémon RP we will all end up bonding with one or to, however you don’t have to start off with one if you don’t want to.
• Starting pokémon can’t be legendaries, pseudo legendaries or in their final evolution . Also try and think of one that would match a class. Fighters and barbarians might not see the point in a pachirisu tagging around, while a rogue could probably use one to their advantage.
• While there are no levels, try and be reasonable. Our characters are fairly weak to start with, as will be any pokémon with them. If you want them to evolve, just ask me. I’ll probably say yes, unless they did so fairly recently, but do check.
• Two characters per person allowed, however only one may already have befriended a pokémon. Tamers are after all, rare occurrences. Similarly they can only have befriended one in the beginning.
• Deities are all Legendary pokémon. You can chose to follow one or not, though try and think of one that will fit your characters views. Clerics and Paladins must follow a deity, and which one must be mentioned.
• If you know D&D well, and wish to use a different race or class from those I have listed, ask me with the details and I’ll see about it.
• No abusing magic or dual classing. Both have limits, and if I see them being misused, or as an excuse to power play/god mode they will be taken away.
• If you have any questions about the setting, or I’ve missed out something do ask me. Also if you have any ideas, I’d be happy to hear them out.

~Character Roster~

Keira Aislar ~ Barbarian/Fighter ~ Human ~ Chaotic Good ~ Aria the Luxio ~ Dusk (RoseQuartz)
Keko Wratar ~ Ranger ~ Half-elf ~ Lawful Neutral ~ Duhy the Venonat ~ Synthetica
Celis Khan ~ Cleric/Druid ~ Elf ~ True Neutral ~ Reaper the Dusclops ~ Billy Mays
Sechresse Elda ~ Fighter/Wizard ~ Human ~Neutral Good ~ Freya the Growlithe ~ Sechresse
Annaliese Montogmery ~ Wizard ~ Human ~ Lawful Evil ~ William the Snubbull ~ Angelic_Hymn
Ulmo ~ Rogue/Bard ~ Halfling ~ Chaotic Neutral ~ Teddi the Teddiursa ~ Dawn
Ian Blackwood ~ Paladin/Ranger ~ Lawful Neutral ~ Vesica the Kirlia ~ SoulMuse


~Signup~

Adventurer

Name: (Fairly simple)
Aliases: (Are they known by anything else, whether it be by friends, enemies or just themselves)
Gender: (Again obvious)
Age: (16+)
Alignment: (Chaotic, Neutral or Lawful? Good, Neutral, or Evil? )
Race: (From the above list)
Class: (From the above list. If a dual class, place the dominant/strongest class first, or state if both are equal. Also try to keep it varied. If there are already two fighters, maybe go for a barbarian etc)
Personality: (How to they act, or react to others?)
Description:( What do they look like, what clothes and armour are they wearing?)
History: (What made them who they are today. Why did they choose their specific class? However if you wish to be vague, so some points can come out in the RP, it is allowed, as long as said things have build up. No random ‘Oh by the way that guy’s my Dad’ without hints)
Weapon and Belongings:(What do they carry with them? Spell books, money, or do they live off the land. What do they use in a fight. Also say where they are placed on their person. You wouldn’t walk around carrying and axe in your hand all day)
Misc: (Anything you haven’t mentioned yet)

Pokémon

Name: (What do the adventurers and others know them as?)
Species: (No legendaries, Pseudo-legendaries or final evolutions.)
Gender (Female, male or none)
Personality: (How does it act? What does it like, how does it react to others?)
Appearance:(What makes it different from others of its species?)
History: (It’s life probably didn’t start from when it met the adventurer, so a little on that. Also how did they meet the adventurer, and how did they bond?)
Misc: (Again anything that hasn’t already been added)


Adventurer

Name: Keira Aislar
Aliases:
Gender: Female
Age: 21
Alignment: Chaotic Good
Race: Human
Class: Barbarian/Fighter
Personality: Keira originally comes off as calm and relaxed. Everyone she meets is greeted with a gentle smile and a firm handshake, and every word is calculated, and hold meaning. She appears to think things through carefully, analysing each idea before finally deciding on the most efficient way.

Until something triggers her temper. When angry she becomes very aggressive, and refuses to think things through, instead immediately looking for the fastest way to end the one who angered her. It’s this anger she taps into in a fight, becoming an intimidating warrior who focuses on taking enemies down quickly, and it always makes it easy for her to slip into a barbarian rage.

Normally however she tries to keep a lid on that side of her, though it constantly tries to emerge, and the calm relaxed impression she gives is little more than a persona and an attempt to not turn everything into some kind of brawl and to stay under control.

Keira dislikes several things, each capable of setting her off, however what she loathes is appearing weak, especially among her friends or allies. She strives to be the best at everything she does, and can be a sore loser; often practicing for hours until she is able to succeed where she failed.

She gets on fairly well with people, as long as they don’t manage to set off her anger, and genuinely cares about her friends, and doing good in general when she has a clear mind. She trusts fairly easily, however everyone gets one chance, and if they waste it, then she refuses to even acknowledge they exist, and thinks of them as nothing more than another enemy to defeat.

Description: Keira has an athletic, well toned build from years of practice and fighting, and stands at 5’11, which she often uses to her advantage to intimidate her opponents. Though not as muscular as others of her class, she is agile and dextrous, making up for a weaker strength in agility and fast movements, striking before an opponent is even aware they’re in a fight.

Her hair is a dark brown, and naturally straight. When left loose it falls past her shoulder blades, however she tends to tie it most of it up in a high ponytail with the sides braided with coloured thread and left to hang separately. Her features are sharp and her brown eyes often have a hawk like look to them, watching everyone and assessing their abilities.

The only piece of armour she wears is a set of plate, including gauntlets, on her left arm, modified from her old soldier armour, which she uses to block attacks she can’t catch on her weapon. The rest of her body is clothed in a tunic and a pair of cloth breeches, allowing it free movement. Her right arm is uncovered, revealing the curling tattoo of a tribal dragon, the mark of the tribe she trained with, the dark purple ink contrasting with her pale skin.

Everything is finished off with a cloak, lined with fur on the inside, the rests around her shoulders, held together by a silver pin crafted in the likeness of a dragon. Typically it is pulled around her, covering her armour and the weapons at her hips, hiding the fact she is an adventurer and a warrior until she chooses to reveal it.

History: Keira was born to a noblewoman and a soldier. A soldier who happened to be the captain of the guard in the fort he was stationed. With a father who was well renowned for his fighting prowess, and three older brothers, all eager to be the best, Keira grew up learning how to wield a sword, and to defeat opponents.

The four siblings were constantly training, all with the expectations of joining one of Aldia’s elite units when they were old enough, encouraged by the other soldiers who lived there, and treated the children like they were part of their own family.

The only other contact Keira had was with travellers and adventurers who wished to use the mountain pass the fort guarded. They would often tell the children various stories of their travels, and the girl absorbed all of them, becoming enticed with the idea of travelling over staying and guarding a dusty road.

A gap slowly began to form between her and her family, especially as she began to fall behind her brothers, not being as strong as they were or able to last as long in combat. Her temper also added to matters, getting annoyed every time she lost, and taking it out of whoever happened to walk by. She slowly began to feel more and more restricted by the fort walls and the strict rules in place.

Eventually, when she was 16, she’d had enough and left, though not on good terms with her father, and began to travel, though she unsure what she was really going to do, until she came across a tribe of warrior who lived in the mountains. Originally she just planned of staying with them for a couple of days, however, she joined in with their spars and training, and realised that their way of fighting, using anger, and without the restriction of armour and conducts, suited her better than the way of a fighter ever did.

She ended up staying with them for two years, training in their methods, both in fighting, but also in how to control her unchecked temper and channel it through her weapon, taking it out on opponents rather than friends and unsuspecting passersby.

After a while she left again, though more confident, a properly became and adventurer, taking small jobs here and there at first as she learned her boundaries, before building up, and trying to get herself more well known.

The other turning point in her life was when she was doing a job in the forests, where she ended up killing a pokémon, only to later come across its lone cub. Feeling guilty, she fed it some food, and kept an eye on it for a while, hoping she could then dump it when it was strong enough and they’d go their separate ways. Except the cub, a young shinx, wasn’t having any of that, and insisted on following her. Eventually the barbarian gave in, and took it with her, telling herself that it would be a good companion to have watching her back in fights.

Weapon and Belongings: Keira’s main weapon is a simple double headed axe that can be wielded both on handed, but also two handed for extra strength and more damaging blows. Typically she carries it on her back, though under her cloak when she’s in a town or city to keep it concealed.

At her hip she also carries her old sword, which is engraved with various patterns, and has a topaz embedded in the hilt, alongside a dagger.

Besides her weapons the only other things she carries are a small pack containing rations and a bedroll, and a purse around her neck, tucked into her tunic, carrying what gold she had.

Misc:

Pokémon

Name: Aria
Species: Luxio
Personality: Aria is a relaxed and laid back pokémon. While she is perfectly capable of holding herself in a fight, and will always watch Keira’s back, she much prefers to just lie down and rest.

Her calm nature also lead to her trusting people immediately, especially if they give her attention or food, and she will often sleep a random strangers lap if her partners is unavailable.

She holds herself with pride, and is confident in her abilities. She fights with a cool head, considering the best actions, and not letting herself be disheartened by a loss. Aria also understands that at times you can’t win, and need to retreat, and often she’ll be the one dragging Keira out of a situation that has gone over their heads, though she always means to come back and finish of business later, once they have a new battle plan.

Appearance: Aria is slightly larger than other luxio her age, thanks to having a definite supply of food, and from fighting regularly. The other signs of the battle a small scar on her fore head, and a slight larger one of the left shoulder, both from a battle with a feisty larvitar when she was young and not use protecting herself.

The final thing is a small piece of black cloth tied around her neck, with her permission, taht has been fashion into a small carrying tool, holding some food, and a few spare coins, as well as anything of importance, in case Keira loses hers.

History: When Aria was a young cub, she spent all her time with her mother, who loked after her and taught her how to fend for herself. As she was still very young, she would be made to wait in their most recent den, while her mother went hunting, and she would find herself have to find ways to stay entertained.

One day, however, her mother didn’t come back. Hungry and confused, the cub eventually left the den to find the luxray, and find out why she had brought food back yet. What she found however was her mother just lying on the ground, not moving, like the food she often brought back.

Aria was confused, though a part of her somehow knew her mother wouldn’t be coming back. Unsure what to do, the cub ended up lying next to the body, until someone else entered the area, a weird creature with mismatching arms and a strange face.

Though she was scared, the creature ended up giving her food, though it insisted on moving away from her mother, which Aria didn’t want at first, but eventually gave in eventually enticed by the food.

The creature took over the duty of her mother, though its habits were weird, almost moving and fighting. Aria had just begun to get used to the new life, when her new friend and cartaker started acting strangely, often telling her to wait, and then not returning, so Aria would have to go and find her, which often seemed to annoy the human.

Eventually the time passed, and the creature began calling her by a name, and they began to trust each. Aria became used to the new sights and smells she was being introduced to, and the fighting, and slowly she forgot about the times before that, with her mother.

Recently Aria evolved, which surprised her friend at first, and with it she found she was stronger, and able to aid the warrior more.
Misc:
 
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synthetica

A Failed Experiment
Here's my SU.

Name: Keko Wratar

Aliases:

Gender: Male

Age: 23

Alignment: Lawful, Neutral

Race: Half-Elf

Class: Ranger

Personality: Keko is a quiet, modest guy. When it comes to interacting with others, he is quite reserved and likes to keep his distance. He will rarely go out of his way to meet new people, however if someone else makes contact, there is a good chance they will become good friends. He might seem to be stuck-up, but he merely tries to keep a low profile.

He usually keeps his emotions under control and rarely shows them in public. Something similar can be said about his thoughts and opinions, as he mostly keeps them to himself. Through that he can keep a good relationship even with people he doesn’t like. Around those who he knows well he is more relaxed and comfortable, which makes him open up. It takes a lot of effort for anyone to get that far, though.

Keko believes people should only rely on themselves, so he prefers to stay out of other people’s business, but is willing to help if he is asked. Similarly, he rarely asks for help, but accepts it when others offer help by themselves. He tries to keep calm at all times and thinks things through.

In battles, Keko doesn’t like taking risks, although he tries to be unpredictable and do something unexpected. He is usually very patient and can wait for a long time for the right time or opportunity for action.

Description: Keko is pretty tall, standing at 6’3, but has always been quite thin since his childhood. He isn’t muscular, but is nevertheless quite fit. He has quite a lot of stamina and good reflexes and can move quickly, but isn’t very fast in full sprint.

He has dense light brown, curly hair. If stretched out, they almost reach the tip of his nose, making it difficult for him to see in heavy rain with the water straightening them. With his mother being an elf, his ears are slightly pointy, though it’s almost impossible to notice that because the tips of his ears are hidden under his curls. His eyes are green with just a hint of brown and his lips are a bit wider than most people’s. He has a few small birthmarks on his face; two on his right cheek and one on his chin.

Keko avoids facing the enemy directly in a close range combat, so his armour is light and limited. It only protects his torso and is made of thin bronze plates covered with leather on both sides. It’s just strong enough to take a few hits from lighter one-handed weapons, if Keko is faced with anything more powerful, his best option is to run.

His clothes, including his shoes are pretty light as well, so they allow him to keep his agility without restricting his movement. They consist of a loose, long-sleeved brown top he wears over his armour and a grey shorts that are comfy and easy to wear reach just below his knee. Around his neck, he wears a dark red silk scarf his mother gave him.

History: Keko was born in a small village under a mountain. His father was a soldier so his job took him all around the country and rarely spent more than a few months in the same place. Because she didn’t want to move that often (especially with a small child), his mother stayed in the village where she could raise Keko in peace.

Keko was a smart kid who learned fast, he was particularly interested in the nature. Whenever he could, he would sneak out the house and explore the nearby forests. When his mom eventually found that out, she at first forbade him to go into the forest on his own. It was, after all, full of various dangerous animals and pokemon. Seeing how sad the boy was about it, she started teaching him about the forest, its inhabitants and their behaviour.

Like any young kid Keko was getting into fights with others. Because he was physically weaker than most boys his age, he soon found out he can’t win fights on strength. Sick of losing, he started avoiding other kids and visited the forest more and more, despite his mother’s words. There he would just lie on his back, watch the clouds and listen to the sounds of the forest. To protect himself from the dangers his mother warned him about Keko made his first bow and arrows out of some hazel branches. His mother didn’t approve of his behaviour, but Keko knew the forest better than her so he was able to hide himself in it.

The event that changed in his life forever also happened on a day he was lying in his secret location. He heard some racket and went to check it out. It turned out to be a Swellow attacking a Venonat. He shot some arrows towards the bird and, even though they all missed, that was enough to chase the bird away. From that day, the Venonat often came to see him when he was in the forest. At first, it only watched from afar, but once Keko started bringing it food Venonat wouldn’t leave him.

When the villagers found out Keko had befriended a Pokemon, they became afraid of him, nobody wanted to talk to him, everyone averted their eyes when he passed by etc., so Keko and his mother agreed it would be best, if he left the village and became an adventurer.

Although Keko was just 14 at the time, he did well enough to earn a living. He mostly did easier tasks, (delivering messages, finding people who got lost, hunting…), but he and his partner made a good combination. He also managed to perfect his archery skills so he was able to defend himself or hunt for food.

Weapon and Belongings: Keko’s primary weapon is a longbow, made from yew wood, with a black leather strip wrapped around the handle for better grip. He usually carries it fixed across his back. He also has a sheath for arrows over his right shoulder.

In case he has no choice but to resort to close combat, he always carries a dagger in a sheath strapped onto his right thigh with two strips of fabric.

He carries a leather bag for his spare food (when he has any) his tools for making new arrows out of sticks in and repairing his bow, if needed. It’s also big enough for his partner to hide in when they don’t want to attract too much attention.

Misc:


Pokémon

Name: Duhy

Species: Venonat

Gender: Female

Personality: Duhy is a pretty shy and nervous Pokemon. She is also easily startled. She doesn’t trust strangers, and quickly hides behind Keko’s legs when she encounters something or someone new.

Even so, Duhy is quite curious and likes exploring her surroundings, but such endeavours usually end up with her running scared back to Keko.

Duhy doesn’t really like battling, but is prepared to help Keko in every way she can. (That is also one of the reasons the jobs they were taking rarely involve battling others.) If she’s dragged in a battle her main goal is to survive, so she can run away another day.

Appearance: Duhy’s hair is dark blue instead of the usual purple and its antennae are red instead of white. It’s also a bit smaller than other Venonat.

History: Duhy’s life started in a forest full of dangers for a young Bug-type, mostly bigger Pokemon, but also inhabitants of a nearby village. Most of them feared Pokemon and the smaller ones were just weak enough for them to hunt them down.

At first, Duhy didn’t realise that and often wandered off away from her family, but after a few encounters with stronger Pokemon, where she barely ran away she became more cautious. One dry summer, there was a forest fire when she was separated from her swarm, never to see them again. Their home was destroyed, so she just aimlessly travelled around a forest, feeding mostly on honey and small insects. Living on her own after losing everything she had and everyone she knew made her the nervous Pokemon she is now.

One day when Duhy found some honey, she was noticed by a Swellow. She ran away crying scared for her life. Fortunately, a creature like none she had seen before managed to scare the Swellow away with some sort of flying sticks. She was curious about the weird creature so she started to observe its behaviour from a safe distance. After some time the creature started to give her food, so she started to get closer to him. Eventually she felt safer around him than on her own, so she decided to stick close to him.

Soon after they became partners, they had to leave because the other strange creatures didn’t like them. From that day they have been always travelling, which was great, because she could see new things without being exposed to more danger. She especially likes looking at the strange places from the safety of the big thing he carries some strange objects and food in. When she’s in there she can see everything, while nobody else can see her.

Misc: Duhy likes to be tickled on her belly.
 

RoseQuartz

The Kitsune Dusk
A reserved ranger, and a venonat. Nice combination.

One thing I would point out is that if he was 14, not many people would have probably taken him seriously as an adventurer, though you have manged he did things like delivering messages and such so as long as you;re aware he probably had difficulty at first, it's fine.
Also due to the small army, and the fact they do little more than guard forts and borders, the soldiers tend not to move around much, and are actually located in one place guarding the borders most the time, like Keira;s father. Again however it could be that the nature of his fathers role meant he was moving around more, possibly as backup for places it looked like were possible for an attack.

Those are just nitpicky details, as I'm a nitpicky person. Accepted

If we get other interest of course. I think I went a little overboard with everything, or yeah people just aren't interested in the idea. It was always a risk..
 

AlexandriaTheMixed

You A Stupid Hoe.
Name: Alexandria Oshiki.

Aliases: Alex. :3

Gender: Female.

Age: 16.

Alignment: Nuetral, Good.

Race: Human

Class: Druid, Cleric.

Personality: She is very friendly, but does not open up to people immediately. If anyone is ever in trouble, she will try and help them or get them some sort of help no matter the level of danger. She has a large sense of humor, but knows when something goes to far. She also is very open minded to new things, and is not afraid to voice opinion on anything, big or small. Very helpful and nice and gets displeased very fast when someone is not fond of her.

Description: She has brown hair with blonde highlights and usually parts her hair on the right. Her eyes change color, but they are usually green. The other color is brown. Her teeth are straight, and pearly white. She is rather tall. Hitting an outstanding 5'2". ;) She has a slight tan. Her hands aren't the biggest. And neither are her feet.

History: Nothing is really known of Alex's parents. Other than they were humans. She was found by an elderly couple around the age of three in their farm house. Ever since then she's grown up and lived with them. Alex knows her parents are alive somewhere. At the age of nine Alex was playing in the woods near her house when she fell out of a tree and hit the ground hard. When she woke up she was in an unknown area of brush, with leaves covering her wounds. She was very frightened. She tried getting up but it hurt to much. A mysterious creature, a Pokemon, Meganium, stepped into the brush. Instead of screaming and crying like most children she determined this is what had saved her. So her and the Meganium became friends since the incident. When Alex was about twelve a boy moved to her farm town named Jack, and they've been friends since.

Weapon and Belongings: She carries a wooden bow and arrow made from pine tree bark, but she rarely uses it.(I really liked the idea Synthetica. I can change it if you want me to.) Other than that she uses the little head magic she knows.

Misc: She follows Celebi and Virizion as her deity's.



Name: Crystal.

Species: Chikorita.

Gender: Female

Personality: She is very much like Alexandria. Friendly, polite, very helpful, and will always lend a help to someone in need.

Appearance: She is a tad smaller than other Chikorita, and hot pink eyes instead of red.

History: When Chikorita hatched her mother was very sick, and ended up dying three days after words. Before she died the mother Meganium told the new hatchling to go with Alexandria. Since then Chikorita has been following Alexandria around.

Misc: When Chikorita was a month old Alexandria got her a gift. A necklace with a purple jewel on it, to wear around her neck.
 
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Billy Mays

Ace Advertiser
Name: Celis Khan (Celis is pronounced as sell-is)

Aliases: Celis Khan The Spirit Prophet of Giratina

Gender: Male

Age: 26

Alignment: Pure Neutral

Race: Elf

Class: Cleric/Druid

Personality: To others, Celis' personality appears to be a total enigma. He is very quiet and calm, and almost never shows much emotion beyond his normal serious attitude. Out of pure habit, Celis tends to avoid contact with other people.

On the inside, Celis is an extremely devoted person, who serves the great diety Giratina without question. To him, no law means anything to him, besides the law of the great Giratina. Celis does not believe in mercy or cruelty, he only believes in what Giratina commands. In that respect, although to those who don't know him he may appear to be a complecated and engimatic person, but in truth, he is simply a priest with absolute devotion to his diety.

Description: At a height of 6'4 1/2, Celis stands at a menacing hight, generally towering over anyone who doesn't have Orc blood in their veins. His skin is noticablely extremely pale, to the point of being albino, and is also very smooth and clean, with no scars or blemishes. His hair is a silver color, that matches his skin. His eyes however are a bright crimson red, that stands out from his mostly colorless features.

Celis wears an all black priest's robe with a hood (which he usually has on) and silver patterns on it. As a testament to his devotion to Giratina, he seems to never take his priest robe off, for any reason (besides washing it, of course). Underneath his robe he wears a brown shirt and pants, and black leather shoes. His robe also has a leather strap with satchels on it that goes around his waist and a strap that goes up and around his left shoulder, that he sticks his scythe onto.

History: Celis Khan comes from a line of priests devoted to the mighty diety of balance and the underworld, Giratina. His father was a priest for Giratina, and his father before him, and his father before him, etc. Celis lived his early years mostly shealtered from the outside world, training to take his father's place. His mother was an Elf woman of a much younger age then his father who had fallen in love with him, despite his devotion to Giratina. Although he loved her back, the only reason he allowed himself to marry her was because he knew he needed an heir to take his place as the Spirit Prophet of Giratina, as he was beginning to age (he was already past 180 by the time Celis was born).

Now, what does a Spirit Prophet (of Giratina) do, you may ask? Simple; they do the dirty work of Giratina. You see, sometimes there are souls that manage to escape Giratina's grasp, and manage to stay in the physical world. They can either be deceased people who their souls simply, for one reason or another, didn't end up in the spirit world, or they can simply be people who Giratina simply wants to die (These people are generally evil, and more specifically, generally practice some type of Necromancy. Giratina does not approve of Necromancy, unless it's performed by one of his own priests.) Normally, Giratina has Pokemon for that (like Dusknoir). However, sometimes the work is best suited for a sentient being.

So at the age of 22 when his father passed on, the title of Spirit Prophet was passed to Celis, and so was his father's equipment, clothes, and his spells. Since then, Celis has done his father's work, doing Giratina's bidding. All Giratina asks for is complete devotion, so the great being of the underworld has so far been very pleased with the young Elf.

Celis is free to do what he wills, so long as he follows the commands of Giratina. When he received a letter asking for him to head to a tavern in a far out village, Celis didn't see any problem in heading there. Giratina had no commands to give at the moment, and besides, if it involves conflict, he may be able to take more souls for his diety...

Weapon and Belongings: Celis' main weapon is magic, gifted to him by the great diety Giratina. By praying to Giratina Celis can use magic spells that are mainly shadow or dark based. Instead of having magic that is effective towards ghosts, Celis has magic that allows him to control ghosts and have them fight for him.

As a Druid he is able to communicate with Pokemon and nature itself, but that isn't his main power. He can see spirits or other ethreal beings, and is able to talk to Ghost type Pokemon easier then most types. Instead of using nature, Celis can weave ethreal beings or forces into the physical plane by using spiritual magic.

Celis can also use the powers of his diety to transform himself into an avatar of the mighty Giratina, who appears as a large, shadowy version of himself in his Origin Form, although as he is still somewhat new to being a Spirit Prophet for Giratina, he cannot use this power yet.

Besides magic, Celis also carries a silver scythe, in case he needs to fight with physical weapons. Although he knows how to wield it, the scythe tends to end up being just for show.

Misc: I like to think of Giratina as being like the diety of the underworld in this world, like the Greek god Hades. It fits pretty well, doesn't it? Also people generally want to stay far away from Celis anyway, so him being able to tame Pokemon doesn't really affect other people's opinion on Celis much.

Pokémon

Name: Reaper

Species: Dusclops

Gender: Male

Personality: Reaper is a silent Pokemon and often stands very still, so sometimes you can't even tell if it's alive or not (although it technically isn't alive either way). He is always watching and studing those around him, and is very cautious.

Like Celis, Reaper is very devoted to Giratina. Even though he isn't a Dusknoir yet (who are Giratina's most elite servants) Reaper aspires to one day become one of Giratina's most loyal and most feared servants.

Appearance: Nothing sets it too much apart from the normal Dusclops, other then that the cloth like appendages on his sides are longer but more jagged on the edges.

History: At first just a Duskull without a cause, Reaper has since become a loyal assistant to Celis, and a loyal servant to the mighty Giratina.

Reaper was practically destined to work with Celis. After all, his father was a Dusknoir that actually worked with Celis' father. When Celis' father passed on to the spirit world, Reaper's father went off on his own to a place unknown to Reaper, leaving him alone to work with Celis. Although only a Duskull when Celis first became the Spirit Prophet, he has since evolved into a Dusclops.

Due to his close bond with him, Reaper is equally loyal to both Celis and the great Giratina.

Misc:
 
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Sechresse

Member
Name: Sechresse (Sekress) Elda
Aliases: Sech (Sech), for short
Gender: Male
Age: 18
Alignment: Neutral, Good
Race: Human
Class: Fighter Wizard (very little wizard experience: 1-2 of the most basic attacking spells at most)
Personality: Sechresse is inherently kind and forgiving. He is extremely personable and is dedicated to his friends. However, he often sees selfish motives in his decisions, and questions whether or not he is actually the person his actions display.

Sechresse chooses the side of the rational in conflicts but always tries to do what he feels is right. However, he does not always speak out about issues if they are not directly influential or meaningful to him.

Things have always come naturally to Sechresse, without much practice. Despite this talent and well-roundedness, he sometimes feels inferior because someone is always better at whatever it is he tries.

When fighting for someone he cares about, Sechresse is precise, calculating, and deadly. Because of his own insecurities he feels like the lives of those he care about are more precious than his own and will risk everything for them, unfaltering.

Description: Sechresse is 6'1 with a slight, but muscular build. Instead of relying on strength he relies on flexibility and speed to add force to his attacks.

He has straight, scruffy, brown hair reaching just below his ears and longer in the back. His eye color is that of a dark blue bordering on black.

Sechresse wears light armor, allowing for quick movements while still affording some protection. He wears a metal plate on his chest with a short sleeved cloth shirt underneath. He equips a bracer on each arm to defend stray attacks. Sechresse wears a light fauld around his waist with baggy pants that tuck into his leather boots. The style of his clothes and armor is simple, colored shades of tan and gold with minimal designs.

He wears a necklace with a emblem that resembles a cross, but the at each end of the horizontal line 2 more lines extended downwards at an angle away from the vertical line.

History: Sechresse used to live with his parents and older brother in a small town, but decided to go separate ways with his family upon turning 17. This was caused by the disappearance of his best friend Wallace. Sechresse decided to set out looking for him, believing that he was still alive. A year later his search has remained fruitless.

During his early years living at home he spent his days being educated and learning to fight. He became a well-rounded and skilled warrior, trained in the ways of many weapons. During his search for Wallace he began dabbling in magic.

Sechresse makes money by selling materials, such as pelts and the like, as well as performing jobs, such as escorting travelers. All of his funds go to supporting himself on his search for Wallace.

He is not opposed to traveling in a group, as long as they are headed in the direction he will search next. He will often leave a group during the night if they begin traveling away from his destination.

Weapon and Belongings: Sechresse carries with him 2 plain, metal, poles, one long (quarterstaff) , and one short (about half the size of the longer), carried on his back. He has a small satchel for carrying money. He often fashions other containers when he needs to transport other items he plans to sell. At his waist is a small multipurpose knife.

The necklace Sechresse wears is symbolic to him of Wallace, and he keeps it close to him always.

Misc: Dislikes being alone for extended periods of time.

Pokémon

Name: Freya
Species: Growlithe
Gender: Female
Personality: Freya often acts aloof to other people, but seemingly has an understanding of what Sechresse is feeling on his search for Wallace. She is casual and quick witted. Freya likes to do her own thing, disappearing from time to time, but eventually returning to Sechresse. During battle the two fight as if they could read each others thoughts, synchronizing gracefully and skillfully.

Appearance: Freya appears the same to other Growlithe but for one feature: the fur of her front left paw is black.

History: Freya had a very strong bond with her mother and spent the beginning of her life with her, the mate, and her many siblings. However, when her mother was wounded and eventually killed while hunting, Freya decided to leave the pack and venture off alone, being able enough to take care of herself. Sechresse and Freya come together when they are both caught up in an attack of a swarm of scolipede. After cooperating enough to fend of the monsters, Freya decided to travel with Sechresse as if to pay a debt of gratitude.

Misc: Freya begins to take a liking to Sechresse and decides to remain by his side, out of trust and curiosity.
 
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Miss Rarity

A rarity to come by
Name: Annaliese Montogmery
Aliases: She insists on everyone using her full name
Gender: Female
Age: 21
Alignment: Lawful Evil
Race: Human
Class: Wizard
Personality:
Annaliese is sweet, bubbly, and well mannered. She loves every single being, human or not, that she meets; but the people she loves most are law abiding citizens of the government! Whenever someone is in need she is always kind enough to lend any and all of her talents to make sure the individual gets the need they deserve. She stresses the importance of following all laws and paying all taxes to the glorious King as well as always showing state pride. Religion is very important, and it is the key to a happy life in Annaliese's eyes. She is always advocating for your rights as people and is always there to lend an ear to the concerns of citizens.

This is all a facade of course; every baby she kisses, every commemoration she performs, and care she shows are all false. Fake, would be the best way to describe her. Annaliese is actually very cynical and almost devoid of feelings aside from greed and vanity. She is extremely self interested and selfish, refusing to offer any real help to those that have no way of her aiding her in anyway. She is extremely snobbish and detests the poor, feeling they are well beneath her.

She is very power hungry and her utmost goal in life is to claim as much territory as her own as possible. Annaliese is very manipulative and usually knows exactly how to get someone to trust her, she has betrayed several people throughout her life; befriending people and then almost immediately getting rid of them after she has gotten all she can from them. She has falsely accused several people with crimes they would never commit with a brilliant smile on her face, showing absolutely no remorse for ruining up and coming futures.

She is very materialistic as well and loves to indulge herself on all of the finer things in life. She is not quick to combat but if the situation calls for it she is very well prepared for it. Annaliese is also extremely vindictive and once scorned she will do all in her power to get back at the person who crossed her. Rarely letting her facade of sweetness and caring to slip, she has a multitude of friends and fans alike whom she surrounds herself with when attending social meetings. She is very private and does not share any of her personal information with anyone.

Description:
Annaliese has a very delicate and refined form. Her hair is a golden blonde; she has very tight shoulder length ringlets which drape a bit over her neck. They bounce with every step she takes and is always flipping them whenever she makes a dramatic point. She takes a great amount of pride and joy in her hair. Her hair shines spectacularly when the sunlight hits them at the right angle.

Her forehead is of average size and she has arched thin eyebrows which are a dark blonde. Annaliese has long dark eyelashes that curve upwards accentuating her large eyes. Her eyes are a very spectacular shade of hazel, making her eyes pop out. She has a small Greek style pointy nose and high cheek bones that help give definition to her face. Annaliese’s lips are average sized, being a medium shade of pink in color. They conceal pearly white teeth which are often flashed when giving a dazzling smile for an eager crowd of citizens.

Annaliese’s body is a dainty one, her skin is smooth and it has an even milky tone throughout. She is very small standing at 5 ft and 8 inches tall with heels and weighing 115 lbs. She has a small waist size, being only 26 inches around. Katie’s legs are long and slender, her feet a size 6 in women's shoes by today's standards while her arms are just as skinny. Her bust is a bit above average but nothing unusual, her posterior's size is average however.

She wears extravagant and impractical outfits nearly every day. Adorning the top of her head is a diamond tiara, decorated with star like ornaments around it. It doesn’t refer to any type of royalty or pure blood however, just a personal preference of hers, however some less educated humans often think she's a princess because of it; she never denies it however. Around her neck is a rhinestone necklace with a tear drop pendant in the center.

For example she has a light blue dress in one of her everyday outfits and it is very voluminous and grand. It has a deep swoop to the neckline with lacing around it and a splash of rhine stone accents down the front. The dress has small rounded sleeves revealing most of Annaliese’s arms. The skirt consists of a multitude of petals covered in waves of sequence. There are five layers of petals gradually increasing in size farther down the skirt. The skirt is so long that it covers her light blue pumps entirely.

History: Annaliese and her identical twin sister Eloise were born to the nobles of the most desirable land in Aldia. Her father provided his children with every need they could ever want. It spoiled them rotten but produced two incredibly different individuals. Annaliese found herself completely at home in the incredibly corrupt atmosphere while her sister did not. Her sister found herself more at home around weapons and joined the small volunteer army of Aldia. The two also found that they shared the same proficiency in their own respective talents; while Annaliese's incredible talent for magic surfaced extremely early so did Eloise's talent for weaponry and fighting.

They were taken to different schools to hone their talents. Annaliese showed exceedingly high displays of magic for her age and race. She was constantly complimented on being extraordinarily talented as well as her looks and other various spects of herself. This led to her developing a rather large sense of importance and grandeur.

Annaliese was born one minute before Eloise and as such considered herself the elder sister their entire lives. She was and is still extremely protective of her sister. Annaliese idolized the power that her father wielded and the luxuries that it brought them throughout her entire life, it led to the power hungry demeanor that she still carries to this day.

Once she was 16 and had completed all her basic training in magic she focused completely on getting a position of true power through whatever means possible. Knowing that her and Eloise were the only offspring that her father produced she would by default inherit the land he ruled. However, when she went snooping through his documents she found that the land was left to Eloise of all people. This set her off and she quickly destroyed all traces of the will.

The next day her father passed away from "natural" causes and she declared that as his eldest daughter she was now the new lord. She quickly took over all of her father's duties, performing them more or less as he would. At first, the King's Council dismissed her as a child and attempted to annex the territory her family owned but after the first two years of higher earnings they settled down. Eventually she got in enough good graces with the King to have her given a higher title at the age of 20.

Technically it isn't one of real power but it has boosted her already inflated ego. She functions as a pleasant view of the monarchy, going from provinces to provinces spreading the good word of the King while still holding jurisdiction over her father's old land. She is most often seen at commendation ceremonies where lords assign their vassals. Wherever she's seen there are usually tax collector's nearby.

Annaliese continues to study magic and makes sure to go to every library in the provinces she visits before absconding with all the magical texts she hasn't read. Through her rule, the province she was raised in has become nearly devoid of magical education - only nobility and other upper class having access to such training. Though incredibly powerful and adept in magic she has also never needed to truly use it. Her most common spell usage is to create dazzling displays of light for the public.

She happily accepts bribes and is very corrupt by nature. However, despite all this she remains extremely protective of her sister. Eloise has become a deputy of the guard and is one of the most renowned fighters in the entire country. Because of that she has gotten the attention of several people and it has worried Annaliese, she often goes to extreme lengths to protect her sister. From falsely sentencing people to planting evidence on people to simply attacking them with magic she goes to great lengths to make sure nothing ill falls on behalf of her sister.

Which is why when she was going through the mail that was sent to Eloise she took particular note of the letter which requested her for a simple task. For some reason, she didn't report it. Instead she decided she would go there in her sister's place to see what was going on and perhaps end some bigger operation that was out to get her beloved sister.

Weapon and Belongings:
She carries her wand around her everywhere; it is about 2.5 ft long and is made out of silver. The tip of it has a large jeweled center with a good deal of spokes coming out of it. The jewels adorning it are white and blue. While not necessarily needing it to perform magic she prefers to channel it through the wand.

She has a small handbag with her that is full of: scrolls, a pouch full of a small fortune in gold, gems and rubies for simple magic, and several beauty products.

Misc: N/A

Pokémon

Name: William
Species: Snubbull
Gender: Male
Personality: William is just like his owner in the sense that he plays up the charm in front of people he knows will pamper him and is downright rude to everyone else. He has an incredibly powerful set of jaws and does not hold back when angered. He is feisty and quick to anger, often getting into fights with animals and others. He has never met a wild Pokémon but most likely would be quick and eager to fight it. He can be easily spooked however and often runs under his owner's gigantic gowns when frightened.

Appearance: William is a bit chubbier from his sedentary lifestyle although he does get to be walked by the help every now and again. He also has a large blue bow tie around his neck.

History: William was born in a litter of six, and was the runt of the litter. His mother's name was Mrs. Cupcake and he knew her for about 2 months before he was placed into a crate and sold to socialites in the wealthier district of the capital. He was picked up by an older gentlemen and examined for a few moments before being placed back. His sister was then examined and he was chosen for purchase instead. He cost 235 gold coins and came with a small leather collar. After a 30 minute trip he was carried into a rather large and wealthy looking estate. Once in there the man who purchased him called down his eldest daughter and presented him to her.

She was ecstatic and quickly thanked her father a hundred times before running off to play with the Pokémon. William and Annaleise became quick friends and although he wasn't a true wild Pokémon it did not stop her from telling everyone she was one of the few and elite - a true tamer. Most Pokémon sold on the black market usually rebel, run off into the wild, or get released into the wild once they get too big.

However, William did not and has remained loyal to Annaleise after 10 years of being with her.
Misc: N/A
 
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DawnAngel

New Member
Adventurer

Name: Ulmo
Aliases: Loki Tamor and a number of others he has used only once or twice with women he's met.
Gender: Male
Age: 29

Alignment: Chaotic Neutral
Race: Halfling
Class: Rogue/Bard

Personality: Ulmo is almost comparable to a child, despite his age, due excitable and hyper personality. He is prone to bouncing on the spot in excitement before charging off to someplace, and while this may make him rash and not careless, he has his moments of patience to calculate and wait for unsuspecting victims to walk into his ambush. This is his favourite method of fighting, sneaking around and catching his enemies unawares from above followed with a quick slash to the neck with a knife. These knives can also be thrown accurately from a distance; he has many. Another method of fighting he uses, also not direct contact, is weaving small amounts of magic into his music to disarm enemies or cause confusion. It also makes for good practical jokes and mischief.

He does have his slightly more mature side, a charming one with a persuasive smile that has many a time been used on a lady to have her join him for a drink or walk. His habit of breaking randomly into song has helped him in his conquests. However, despite this it is questionable how much of conscience he has and if he is even aware of the concept of right and wrong.


Description: The first thing that is normally noticed about Ulmo is that when he first talks he cannot be seen; unless you were to look downwards at a sharp angle. This is due to him standing at his very impressively short height of 3'7" that has often incurred laughter and jest from both other races and his own. Not only did nature decide to laugh at him at him by making him a short Halfling, but also gave him a very slim and slender frame which gives him a weak and small appearance. Though his body is toned from his use of acrobatics, it is no way muscular, adding to his misleading weak appearance.

His height makes it difficult for him to obtain fitting clothes, even from tailors offering services to Halflings, and it is partly because of this that he wears a simple set of cotton clothes. Brown cotton trousers hang an inch above his ankles, the tearing at the edges from a knife not too discreet, and they are held up by a leather belt that is obviously too long for him. However, this belt is hidden by the long green tunic kind of top that he wears that falls halfway down his thighs. It too is cotton and fairly simple with sleeves coming just past his elbow, closing round the skin instead of loose, and the neckline being circular with a v shape coming a couple of inches down which is then loosely laced. Ulmo also wears a tanned leather jacket, as a tiny form of leather armour, sleeveless and undone, although it does possess cheap metal clasps. If one was ever to see the inside of the front of the jacket, which is lined with cotton, lots of small leather straps and metal clips attached to the lining would be seen. As his feet are very small, even for a Halfling, Ulmo often doesn't bother with shoes after losing one or both. When he does have a pair, however, he often favours boots, though it has been sometime since he last had a pair.

Ulmo's skin is a light brown tone in contrast to his light green top and his dark brown jacket and his hair, which is braided back along his head to then fall into many thin braids to his shoulders, is jet black in colour. His eyebrows, which arch thinly over large innocent looking dark brown eyes, are also the darkest of blacks. He has a scar on the back of his left hand from a claw.


History: Ulmo originated from a Halfling tribe across the lands borders in another country, a mountainous region. He had always been smaller than all the other children his age, in both height and build which caused teasing and out-casting towards him. This inspired a lack of trust towards people and the ability to not listen to anything but important information as well as a barrier of indifference towards jokes about his height and later on his skin tone.

Ulmo came from a family filled with girls, apart from his grandfather. His father had died in landslide four years after he was born which led to his mother moving him and his four sisters, elder, younger and twins, to live with her mother and her father who was the blacksmith of the tribe. This blacksmith forge felt like a safe-haven to the young Ulmo after the teasing by his peers began, however it was deemed unsafe for a small child to be, and so he often wandered next door to the locksmith's shop where the owner often gave him locks to play with, along with tools as he grew older. It was here that Ulmo discovered his love for the click of a lock as it opened. He was also fond of listening to his mother's singing and her lyre as she sang and so, along with his eldest sister, learnt the lyre and the old ballads their mother knew.

Every year his tribe would journey across the mountain range to the other side where they would settle for winter. However, one year when he was travelling with his tribe to reach the other settlement, a snowstorm kicked up and Ulmo along with three families and his own had to camp in a small cave found among the rocks. The small Halfling who been told to remain inside the cave had other ideas. He was twelve and his young mind was filled with exciting stories he had heard of a monster who lived in the mountains in a high cave at the base of the largest peak. He snuck out once the storm had died down, however he got lost (of course) and managed to leave the mountain and drift a little away from it in the flurries of snow. He located a small cabin near some trees and there he was found the next day, curled up by the wood pile to hide from the snow. Unconscious exhausted from the cold and long wanderings, he was taken to a nearby monastery, where clerics took him in as an orphan child. They knew of the Halfling tribe, however calculated that they would have already moved on to the other side and were long gone.

Ulmo was therefore forced to remain in the friendly atmosphere of a food filled monastery or go after his people, probably suffering death from starvation or the cold before he reached them. He chose the former, and joined a couple of other children there. It was a fun place for him to live in which the clerics encouraging him to learn more on his previous teachings, and he helped a locksmith occasionally in a nearby village. In other spare time, when not playing games and climbing trees with the other children (who were younger and so not too much taller) he continued playing his lyre for the clerics to sing songs to the deities, starting to make his own songs of loneliness, pain, adventure and new life.

As he became older, Ulmo started to realise that the monastery was not big enough for him, despite how small he was, and left when he was eighteen to travel. He was given a wooden flute as a goodbye present, and set off to explore. It became clear to him that he didn't have the want to work for money, however he did have the ability to take what he needed; his small body, athletic ability from running and climbing made it easy to ambush travellers and steal money, food and weapons.

This soon became his lifestyle as he travelled, playing his lyre, flute or singing for strangers to earn honest money, though a little magic weaved in with words made them want to give more money, during the day and stealing from others during the night when he wasn't walking women home or accompanying them to dinner.

He picked up many a strange item during his travels, from elves, wizards, fighters, humans and rangers alike, but his more prized treasure was a ring that was passed down the male line of his family for each male to present to a woman during proposal. He kept it inside a locked box in a secret pocket of his bag. However one day when returning from picking berries to eat he came across a teddiursa rifling through his bag. After chasing it off, he found the box, and the ring inside it, gone and came to one conclusion. Since then he has been searching for this annoying little teddybear which took his prized possession and left him with only a scratch on the back of his left hand.


Weapon and Belongings: Ulmo has upon his person numerous knives. Many, 17, are attached to the inside of his jacket, and others, 6, to his belt, he has one attached to each thigh and also one to his upper right arm. When wearing boots, he will keep one hidden in each. Upon his belt he also wears a short, very short, sword, though it's more like a long dagger, and also a short dagger. Over his right shoulder he carries a bag of holding, which bigger on the inside due to magic, in which he keeps all the treasure he's found and not yet sold on, including magic books, swords, bows and magic items of sorts. He wears his flute around his neck, and his lyre upon his back.

Misc: He worships Mew as the deity of children and also of rogues and everlasting fun





Pokémon

Name: Ulmo knows her as Annoying and Frustrating Teddybear
Species: Teddiursa
Gender: Female

Personality: A mischievous little thing who enjoys watching from shadows, sneaking around and stealing bits here and there. Can seem friendly and tame, but just enjoys causing trouble and having fun. Sometimes she is a little lonely and has joined other Pokémon for company, but has always left eventually. Currently she is playing a fun game of chase that has been going on for over two years.

Appearance: Teddiursa has a lighter shade of fur than other teddiursas, and her crescent and face is a paler yellow. She also has a scar marking her left eye which is a milky white instead of brown. She also wears a silver ring on the base of her tail.

History: Teddiursa grew up with her mummy, daddy and her little brother in the forest. Her Mummy was taken from her by a loud angry looking bit of water that made Mummy disappear and reappear before she never resurfaced. She was scared, she now knew water could kill, and her daddy became more protective, but it wasn't enough, at least not to save him. They were attacked by a swarm of fearow one day, her brother and she had only been trying to play, but Daddy told them to run when the big birds became angry and one attacked her, slicing her eye with its talons. They hadn't meant to make them mad. Daddy never came back to their den.

Alone without their mummy or daddy, Teddi and her brother searched for their daddy and also for food, foraging, and avoiding other Pokémon and the weird human things. But they couldn't escape the cold snow. And that was how her brother too, left her.

Teddi carried on alone, not sure what else to do. She would find human camps and sneak in when it was dark, stealing what she needed, and what she wanted. She played games of catch with them chasing them and making them run with fear. Teddi always had to leave though, sometimes when they got physically scared with weapons. She was scared alone, although she denied it to herself, and had to keep moving.

So she did, and one day found a bag by itself. Exploring, she found food, and then a wooden thing that jingled, but didn't have an opening. A human thing scared her when it came back to its bag, but she escaped with the box after clawing his hand. It was like destiny, she had found a person to play chase with forever. It helped with the loneliness, knowing that human thing was always looking for her, wanting her, and was always somewhere nearby, even if he didn't know that.

Misc:
 
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SoulMuse

Shadow of nothing
If you still have an open slot, I would like to reserve. If you don't then ignore me.
 

RoseQuartz

The Kitsune Dusk
Lots of profiles. Nice surprise to wake up to. Sadly couldn’t reply earlier or do anything but read through them, as I’ve been busy and distracted, so sorry for the long wait.

Also, meant to ask earlier but yeah how many of you have played/do play D&D, so I know how many elements to put in.


Lady Baltny

I'm going to be honest here, and say that Alex seems dangerously like a Mary Sue. She is denied however, you can apply again if you wish. I’ve broken down the profile into why, and things you could use to improve. You don’t need to address all the points, it’s just to help give ideas how to flesh her out.

The personality needs more work, and to be more in depth. Why is she helpful? Does her friendliness extend to enemies? Why does she not open up to others, despite being nice and friednly? Something to do with her past? Is she relaxed, going with the flow, or is she active, and takes matters into her own hands?

Also she does not seem to have any flaws, and the current personality is a lot of traits which may be classed as perfect, sending off warning bells, however as long as you build on it and explain, it could be alright.

Her eyes change color, but they are usually green.

This is a big no. For a start she is human, and has no reason to have her eyes change colour. It is also a potential Mary Sue trait, if not handled correctly or explained properly.

The description needs more work. It gives us the basics, again showing a 'perfect appearance', with the highlights and the straight teeth, especially as highlights would be uncommon in a fantasy world, though they could be created by magic.

What kind of clothes does she wear? What armour does she have? How long is her hair? What kind of figure does she have? Slender, athletic, pudgy etc.

History, you have the basics, though again you could include more detail. Why did she choose to be an adventurer, at such a young age? Where did she learn her cleric and druid abilities? Why did she choose those? Etc. Why did the Meganium save a human?

Also with the parents disappearing, I need to ask do you know why, and their reasons for leaving a three year old all alone, especially if they are still alive. Sometimes such things are just thrown into the history for it to seem more different, without thought as to why, and how it actually happened.

Weapon and Belongings: She carries a wooden bow and arrow made from pine tree bark, but she rarely uses it.(I really liked the idea Synthetica. I can change it if you want me to.) Other than that she uses the little head magic she knows.

In this case it would be up to Synthetica really to say where or not she is fine, though I’ll point out clerics as melee fighters, and use things like maces or sword, as they are essentially battle mages. I’m not saying no outright, as a druid might chose to use a bow, though as you have opportunity for a unique and different weapon, you may wish to use it.

Also, you could expand a bit on the magic, as in style etc, if she uses it as her main weapon.

Onto Crystal, with the same things basically. Try and expand the personality. I suggest not making her exactly like Alex, though they could share traits, have something which makes them different as well, in a way that complement each other. That is a suggestion only though. Still pokémon personality needs to be as detailed as a humans.

History, you could go into more detail on how her mother became ill. Was it sudden, or long term? An infection, due to a wound? Or just a disease going around, or from eating something? Was Crystal hesitant at first, to suddenly be going with a stranger? Does she join in fights with Alex, or does she hang back? Also build up on Jack with Mankey. How did they meet.

I’m sorry if it seems kind of harsh, though the character does need complete reworking, which I can help with if you want. It might be a good idea to come up with a completely different one, and if you want to look at the accepted profiles, or others for examples, it could help.

You can still go for Druid/Cleric, as you’re a main Druid, he’s a main cleric, and Billy has a point with his character working slightly differently.


Show me the Mankey

Pending. It needs some more added to some areas, to try and flesh the character out more. At he moment he seems pretty generic/ basic. Again, not all the points need addressing, it’s just suggestions.

Personality - You say he has problems trusting others? Why? What drives him in a fight? How does he approach fights? What sort of petty things irk him? Just try to expand a little. You’re history says he got into a lot of fights, though he is apparently friendly. Does that mean he speaks his mind, or is he just bad at getting on with certain types of people, due to temper?

Description is alright, though what is ‘standard hide armour?’ Is that just torso and arms, just the torso, of the entire body. Describe the various bits of it as ‘standard’ depends on the workman who made it. I’m not getting a clear picture of it from that.
Nitpick – In the setting you wouldn’t really have long coats. Cloaks/capes fine though.

History, again some more detail would be nice. What made him chose adventuring, and the path of being a fighter? Again what cause the fights? What made them stop by moving? Just because it was different people, less people, or did he learn to be careful? Another possible thing is more back story with Alex.

Also a note on the weapon, though this is partially my fault for only mentioning it in the ranger spot – Only rangers can dual wield weapons, at least skilfully. Others can, but are disadvantaged/clumsy.

Mankey, again, needs more personality description. Also what happened in the history? You could tell it from his point of view, as oppose to Jack’s, so we get more insight into why he was found abandoned.

Actually, from what I’m reading, this guy is essentially a two blade ranger, rather than a fighter, minus no nature connotations. Hide armour, uses speed and dodging, and of course two weapons. Your choice though whether you switch, especially as Synthetica already has a bow ranger, just pointing it out.


Billy Mays

Accepted.

I really like Celis in general, and how you made him fit to Giratana. I’m not completely sure on the altered powers, though they fit and appear to have thought put in them, so I’ll say yes, unless they get to powerful/off track. Unlikely though.
Nitpick on the height, elves are fairly short, and most don’t pass 6’0, though he could be exceptionally tall, as long as you and he are aware of that.


Sechresse

Accepted

Good effort, though is it possible to give a little more description to the poles as weapons? Are they like quarterstaffs/bōs? Another thing I’d like to ask, is will Wallace be affecting the lot? If you ever have plans for it, shoot me a PM if you want, so I can look over and see if I can fit it in. Also how little is little experience as a wizard, so I know?


Angelic Hymn

Pending. Technically accepted.

First off I absolutely love the concept, and that part is accepted. I’m just going to be a jerk for a sec and attack the history. Even though it’s because I didn’t have the info up. Once thats done, she's accepted.

Aldia isn’t run in a governmental/emperor style, and there aren’t really politicians. The structure is made up a monarch, currently a King, the throne of which is inherited by heirs. The land is also divided into provinces, which are ruled by lords and nobles, and those of a high status effectively make up a council with the King and discuss matters, though the King alone holds power, and only he can do things such as call for executions. The lords titles are also typically passed down by heirs, though there are other methods, such as being recognised by the King and granted a piece of land which currently is not owned.

Of course as her father is rich he could be a noble, and she could have inherited the title from him. That would essentially put her in a similar position, and it doesn’t matter about her age, if her father /parents are dead. The King does have close advisors and such, but many are close friends, and much older. She can still perform the morale boosting role, etc.

Sister. I love the way you’ve got her as motivation, though head of the guard is a no mainly due to age and I want to be able to control them if need be. She can be their deputy/apprentice/student if you wish however.

Also on age – Training for a wizard is never-ending. They are always finding new spells and secrets, and sometimes a single spell takes weeks or months to work on a master. Unless you mean she finished the basics, which would be acceptable at 16, if the student a skilled, as she is. Also a mistake – you say she is 20, but in history it is mentioned her role is assigned when she’s 21.

William sounds a fun character. Love the domesticate idea, however, they are still feared, and none would have been thought to be ‘domesticated’. However they could be sold on the black-market, much like exotic and dangerous animals, so that’s fine.


DawnAngel

Accepted, as we’ve already fine-tuned it, and discussed the other details.

Soulmuse

Reserved, though if I can ask if you look at something we don’t have yet, like a paladin (Or healing cleric), or a non fighter, to help spread things out.

~~

I feel like a jerk now. Sorry, if I seemed overly harsh.

Also, it’s now closed, just waiting on profiles to be fixed or (re)submitted, before starting. Actually more people than intended, but no double characters, so we'll work with it.
 
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Sechresse

Member
@ Rosequartz

I'm new to Serebii and tried to send you a PM about the Wallace thing, but I guess I'm being incredibly dumb right now and I'm not sure if they sent properly. So let me know if you got it so i don't end up sending you a million.

EDIT: Never mind I figured it out.
 
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SoulMuse

Shadow of nothing
Well, here this is. Let me know what might need to be changed. Don't worry about feeling like a jerk either, so critize away.

Name: Ian Blackwood
Aliases: Bladedancer,
Gender: Male
Age: 23
Alignment: Lawful Neutral
Race: Elf
Class: Paladin, Ranger(Very little skill in this class)

Personality: Ian is fairly reserved and closed off from everyone else, or as some people might put it, stuck up. This is mostly a consequence of the fact that Ian does not go out of his way to speak with others, instead forcing them to come and speak with him first. If someone does speak to him however, Ian gives excellent advice.

Keeping a level head in any situation is something that Ian takes great pride in, although there are some things that will cause him to lose his cool. Ian fights in the name of Arceus, with incredible devotion. That devotion carries over strongly to Ian’s life, as if he says he will do something, he will do it, unless doing so would kill him. On that same note, Ian is very loyal to those who earn his trust.

Description: By all rights, Ian is on the taller end of elfin height at six feet tall. Sporting jet black hair, pale skin and piercing silver eyes, Ian looks rather melancholic, and laid back at first glance. His unusual baring his unusual height, Ian is fairly normal in appearance for an elf. He wears all black clothing. Over the area were his heart would be on his shirt, silver thread was used to embroider the likeness of Arceus. Underneath his armor, Ian wears black pants, and a boots.

In terms of armor, Ian is somewhat bizarre. He wears what looks like full black plate armor at first glance however if one looks hard enough there are some noticeable differences. The breastplate Ian wears if made up of five overlapping plates, which allow him to move easily, but still absorb a lot of damage. The outside of his arms is covered in plate armor, while the inside half if simply covered in mail. His as protected by a flexible metal plate that attaches to his breastplate, and hangs about halfway down his bicep. Instead of grieves, Ian simply wears plates around his thigh and calf, with chain mail linking the two. His boots are fairly standard plate armor boots. Both of Ian’s blades are hung at his hips one on the right and one on the left.

Completing his melancholy choice in clothing, Ian wears a black hooded cloak, which hides the fact he is an elf, that is lined with chainmail. The only distinctive marking on the garment are a series of silver lines running across the surface, which if the cloak is laid out on the ground, appear similar to a frontal view of Arceus. The only other piece thing Ian wears is a thin bracelet on his right wrist.

History: Ian is the son of the leader of his village. His father being both the village leader and a skilled ranger, sought to impart his skills on Ian. However, it quickly became obvious that only skill needed to be a Ranger Ian had any aptitude with was dual wielding weapons. His father admitted that he would not be able to teach Ian much of anything, after thirteen years of trying, allowed Ian to travel away from the village to find his own path. Armed with nothing more than his wits, and his father’s sword, Ian set off to find his path in life.

Ian had only been traveling for perhaps three days when he encountered a traveler, who identified himself as a Paladin. The man agreed to allow Ian to travel with him for a time, as long as Ian fed himself, and wasn’t annoying. For the better part of a year the two traveled together, doing odd jobs, and after that year was up, the Paladin decided to start training Ian, mostly because the young elf used a rather unconventional fighting style. Over the course of the next three years, Ian learned from the Paladin, before the man was killed in a barfight. From there, Ian continued on, training, and making his way back to his home village. On his way there, Ian encountered a young woman, who was looking for a traveling companion, and she decided that she would traveling with Ian for a while.

The duo spent time adventuring, and doing odd jobs, until the woman’s past finally caught up with them. Apparently Ian’s traveling companion was from a somewhat wealthy family that had fallen into the sights of a bandit gang, who had previously killed her family, and now were looking to erase all evidence of the crime. Ian of course would not stand for this, and decided, somewhat stupidly to fight them. Fortunately most of the bandits could not hold a sword correctly, so Ian was able to defeat them; however the woman was wounded, and fell into a coma. Ian brought her back to his village, where his father agreed to care for her, while Ian sought someone with enough skill to fully heal her wounds, something that has served as motivation for Ian in his recent travels.

Weapon and Belongings: Thanks to his training as a Ranger, Ian is capable of fighting with twin swords, most specifically, two longswords. The first blade, which he wields in his left hand, is fairly simplistic, a 34” long hand and a half sword, and the second is slightly longer, at 40” but still a hand and a half blade.

Misc: nothing I can think of. In the interest of a speedy finish, a pokemon has been forgone for the time being.

Name: Vesica
Species: Kirlia
Gender Male

Personality: Vesica despite aspiring to evolve into a Galladedoes not obsess about honor, instead he will do what he needs to do to accomplish his goals. That said if he gives his word, he will keep it, upon pain of death. He maintains an air of aloofness at all times, and while he does appear cold and manipulative, he does have a strong sense of right and wrong. However the aloof image Ian presents is more of a way of hiding his greif over the death of a freind. When among those he considers friends Ian is more relaxed, but around anyone else he refuses to let his guard down. If in the event that he does become angry, Ian is still very level headed, and always thinks things through before acting. In that event, he will consider every possible option when acting, regardless of consequence or possible mishaps however.

History: From a young age, Vesica decided that he wanted to become a Gallade. He idolized the two swordsmen Pokémon that lived with his small family, although he felt that being honorable was overrated. From that point on, Vesica honed his psychic powers, hoping to evolve so that he could travel farther away, and be one step closer to his goal. It took him five years to evolve, and only three days after he did, Vesica went exploring. In doing so he came across a clearing that had an elf practicing with a sword in it. The elf didn’t seem to notice him at first, and Vesica watched from a distance as the elf practiced.

Over the next year or so, this became something of a ritual. Every third day, Vesica would go and watch the elf practice, and silently awed by his ability to wield twin long blades, something the Gallades always said would by almost impossible for the non Pokémon races. When the elf left his home to travel, Vesica followed him, curious to see what his strange stalkee (not sure what the word for someone who is being stalked) was going to do.

As it turned out, the elf was not completely unaware of Vesica’s presence, as he actually confronted the Kirlia two weeks after starting training with the Paladin. The elf introduced himself as Ian, and told Vesica that he did not appreciate being stalked. Vesica pretended to leave, but in reality just started a game of cat and mouse, where he would follow Ian, and watch him practice with swords. After the Paladin was killed, Vesica presented himself to Ian, who agreed to let the Pokémon travel with him, reasoning that if Vesica hadn’t hurt him so far, then it was unlikely he would do so then.

Despite this, Vesica still follows Ian from the shadows, in an almost stalker like fashion. He usually stays out of sight, since most people flip upon seeing a Pokémon, but occasionally he will appear directly at Ian’s side.

Misc: Again nothing yet. Maybe if inspiration strikes.
 
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RoseQuartz

The Kitsune Dusk
@Soulmuse, everything in general is okay, though he's too tall. I know you mentioned it being unusual, and on its own it would be fine as a one off, except its not as I already let Celes with an unusually tall elf, and when both elves in the team are exceptionally tall, it doesn't really seem to fit, if that makes sense.

Everything else is good, I like the way the history worked out. So accepted, minus the height.

If you change your mind about the pokemon before we start, or later on have a specfic one in mind you want to run in to, PM me.

@Everyone - If anyone has any ideas they want to play out about their characters, or any other such things, PM me. Also repeating a question - Can you all somehow let me know how used to D&D you are, as I didn;t want to throw around confusing terms, like 'Bag of holding' without explaination if only a few of us know it.

I'll work on the first post tomorrow, for when Mankey and Baltny have their porfiles redone. If you two could let me know somehow when you need it checked over again, so I don't manage to miss it.
 

SoulMuse

Shadow of nothing
I added a Kirlia profile as discussed.
 

Billy Mays

Ace Advertiser
Unfortunately, I have never played D&D. And it's Celis, Dusk. Not Celes. Celes is a girl's name. :/
 
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