RoseQuartz
The Kitsune Dusk
Pokémon - Dawning Era
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.
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.
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.
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.
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.
• 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.
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)
Pokémon - Dawning Era
~Overview~
~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.
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.
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~
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:
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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