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Tales Of Altaria
Contents:
I. Premise/BackgroundII. Your Pokémon
III. Magic And Skills
IV. Character Sign-Up
V. Rules
I. Premise/Background
Tales of Altaria is a high-fantasy themed roleplay, combining swords, potions and magic with Pokémon. The story revolves around the country of Altaria, which has been split into separate, independent domains. A nation in disunity will face a series of threats that will require it to come together once more just to survive. Our characters will be the catalyst for Altaria, gathering resistance to this threat.
As one might piece together from above, Altaria used to be one unified kingdom. Several hundred years prior to the start of our story, the country as a whole used to worship the diety known as Arceus. However, the deity would eventually come to leave its people when they began to focus their worship on the smaller deities. This event in history is generally referred to as "The Abandonment." Upon Arceus' departure, it split the country of Altaria into five separate kingdoms: Cantaras, Lysos, Ethora, Abythia, and Aturia. While the people of each kingdom still identify themselves as "Altarians", each kingdom is very much independent and separate from the next.
The different kingdoms of Altaria have managed to maintain friendly negotiations with one another, and trade and land disputes have managed to have been kept down to a minimum over the years. However, it also seems that the kingdom is quite content in remaining separate from one another...
Our story will be beginning inside the port city of Alexshire, located on the south eastern coast of the kingdom of Cantaras. Alexshire happens to be a great hub of activity with a rather fluctuating population. Most travelers tend to stay there overnight before heading on their way to their next destination... if even that. Some might just pass through, grabbing a drink at the local tavern and then making their way on down the road. Others use the city to restock on supplies. Regardless of the reason, you and your Pokémon will be there. And it is in Alexshire that a great event will unfold to change your life forever. Will you grab the reigns and attempt to enter your name into history? Or will you falter, allowing fate to swallow you whole as you attempt to resist? Your actions hold the answer...
As one might piece together from above, Altaria used to be one unified kingdom. Several hundred years prior to the start of our story, the country as a whole used to worship the diety known as Arceus. However, the deity would eventually come to leave its people when they began to focus their worship on the smaller deities. This event in history is generally referred to as "The Abandonment." Upon Arceus' departure, it split the country of Altaria into five separate kingdoms: Cantaras, Lysos, Ethora, Abythia, and Aturia. While the people of each kingdom still identify themselves as "Altarians", each kingdom is very much independent and separate from the next.
The different kingdoms of Altaria have managed to maintain friendly negotiations with one another, and trade and land disputes have managed to have been kept down to a minimum over the years. However, it also seems that the kingdom is quite content in remaining separate from one another...
Our story will be beginning inside the port city of Alexshire, located on the south eastern coast of the kingdom of Cantaras. Alexshire happens to be a great hub of activity with a rather fluctuating population. Most travelers tend to stay there overnight before heading on their way to their next destination... if even that. Some might just pass through, grabbing a drink at the local tavern and then making their way on down the road. Others use the city to restock on supplies. Regardless of the reason, you and your Pokémon will be there. And it is in Alexshire that a great event will unfold to change your life forever. Will you grab the reigns and attempt to enter your name into history? Or will you falter, allowing fate to swallow you whole as you attempt to resist? Your actions hold the answer...
![[PokeCommunity.com] Tales Of Altaria: A Pokémon Fantasy Adventure [M] [PokeCommunity.com] Tales Of Altaria: A Pokémon Fantasy Adventure [M]](https://i753.photobucket.com/albums/xx177/Alby4t5/Altaria%20Regional%20Divides_zpsu8itbbtv.png)
Cantaras
Spoiler:
Located on the north-eastern side of Altaria, Cantaras contains the largest population of any other region of Altaria. It is generally considered to be the most powerful kingdom within Altaria, both economically and militarily. Before "The Abandonment", Cantaras contained the chair of all Altarian government. The current capital of Cantaras, Cantaras City, was once the capital of all of Altaria.
Since Altaria split into separate kingdoms, Cantaras has been governed by a constitutional monarchy. The chief monarch, who has always been a king, holds a majority of the power. However, the king generally abides by constitutional rules, both written and unwritten. The rules inhibit him from having absolute control of the country. Along with these rules, the king's power is kept in check by a council of nine elders. These elders have the ability to vote to remove a king from power. The council's power is only in theory, however, as one or two of the elders always come from the king's own team of personal advisers. The Council of Elders true influence comes at the death of a king who leaves no apparent heir. It is under this situation that the council will select the new king. Two of the council members are chosen by the king upon his taking of the crown, while the other seven are selected by regional governors.
The geography of Cantaras is diverse and varied. There are ample flatlands to farm enough food to feed all of Cantaras, with several different districts. The rest of the region is varied, covered in hills, forests, mountains, lakes, and rivers. The Leven Lake, which surrounds Cantaras City, serves as a border between the grassy and seasonal region of Cantaras and the icy tribal lands. Cantaras shares its northern border with that of the tribal territories, a region of land lacking in resources, with arctic-like conditions, resulting in its people consisting mostly of traveling nomads with no real ethnic ties to any of the other wandering tribes in the region. A few minor raids and ambushes on trade carivans have taken place, but the individual tribes are too small and too disorganized to have ever posed much of a security threat. Cantaras has established a military base in this snowy region.
The largest city in Cantaras, and all of Altaria, is the capital: Cantaras City. It is a walled city, one of the only ones in all of Cantaras, with several different districts. To get to the royal palace, one must cross a long, marble bridge laid out over a portion of the Leven Lake that separates the castle from the city. In the time before "The Abandonment", the palace was a fully-functioning government building for all of Altaria. It is now, however, in addition to housing the royal family of Cantaras, used primarily as a tourist attraction. Many of the buildings in Cantaras City, including the palace, are constructed with marble.
The population in Cantaras is among the most diverse of all of Altaria. There is a lot of wealth in the region, due to the vast amount of resources available in Cantaras. While there are still clearly defined classes in Cantaras, more people belong to the upper and middle crusts of society here than in any other region in Altaria. The peasants in Cantaras are also significantly better off than in any other region in Altaria. There is no law, nor are there any social taboos, preventing a peasant from rising among the classes. However, this is difficult and not very common at all.
The middle class of society consists mostly of merchants (of which there are many in Cantaras). "Knights" are usually considered to be a part of this class, and are usually the second or third sons or daughters of nobles who neither inherited the bulk of their families wealth or went to university.
All of the countries within Altaria have adopted their own patron deity from the pantheon of gods "underneath" Arceus. However, in the absence of Arceus, Cantaras never adopted another chief deity. While they pay their due respect to the other deities within Altarian religion, they still consider Arceus to be their main god.
Since Altaria split into separate kingdoms, Cantaras has been governed by a constitutional monarchy. The chief monarch, who has always been a king, holds a majority of the power. However, the king generally abides by constitutional rules, both written and unwritten. The rules inhibit him from having absolute control of the country. Along with these rules, the king's power is kept in check by a council of nine elders. These elders have the ability to vote to remove a king from power. The council's power is only in theory, however, as one or two of the elders always come from the king's own team of personal advisers. The Council of Elders true influence comes at the death of a king who leaves no apparent heir. It is under this situation that the council will select the new king. Two of the council members are chosen by the king upon his taking of the crown, while the other seven are selected by regional governors.
The geography of Cantaras is diverse and varied. There are ample flatlands to farm enough food to feed all of Cantaras, with several different districts. The rest of the region is varied, covered in hills, forests, mountains, lakes, and rivers. The Leven Lake, which surrounds Cantaras City, serves as a border between the grassy and seasonal region of Cantaras and the icy tribal lands. Cantaras shares its northern border with that of the tribal territories, a region of land lacking in resources, with arctic-like conditions, resulting in its people consisting mostly of traveling nomads with no real ethnic ties to any of the other wandering tribes in the region. A few minor raids and ambushes on trade carivans have taken place, but the individual tribes are too small and too disorganized to have ever posed much of a security threat. Cantaras has established a military base in this snowy region.
The largest city in Cantaras, and all of Altaria, is the capital: Cantaras City. It is a walled city, one of the only ones in all of Cantaras, with several different districts. To get to the royal palace, one must cross a long, marble bridge laid out over a portion of the Leven Lake that separates the castle from the city. In the time before "The Abandonment", the palace was a fully-functioning government building for all of Altaria. It is now, however, in addition to housing the royal family of Cantaras, used primarily as a tourist attraction. Many of the buildings in Cantaras City, including the palace, are constructed with marble.
The population in Cantaras is among the most diverse of all of Altaria. There is a lot of wealth in the region, due to the vast amount of resources available in Cantaras. While there are still clearly defined classes in Cantaras, more people belong to the upper and middle crusts of society here than in any other region in Altaria. The peasants in Cantaras are also significantly better off than in any other region in Altaria. There is no law, nor are there any social taboos, preventing a peasant from rising among the classes. However, this is difficult and not very common at all.
The middle class of society consists mostly of merchants (of which there are many in Cantaras). "Knights" are usually considered to be a part of this class, and are usually the second or third sons or daughters of nobles who neither inherited the bulk of their families wealth or went to university.
All of the countries within Altaria have adopted their own patron deity from the pantheon of gods "underneath" Arceus. However, in the absence of Arceus, Cantaras never adopted another chief deity. While they pay their due respect to the other deities within Altarian religion, they still consider Arceus to be their main god.
Ethora
Spoiler:
Located in the heart of the Gaspardian Sea, the island country of Ethora was founded, in legends at least, by the great adventurer Rudel, of which the capital city of Ethora is named after. Since then, a slow but successful expansion reached across the eventual kingdom, including the fringe islands that craft its borders. Ethora, despite its small size, is a home to a diverse nation with many talents and trades honed by its population, being skilled farmers, craftsmen, sailors and miners with an connected (if sometimes tenuous) economy focusing on exporting to its neighbors.
Ethora's diversity is mostly credited to its six Great Houses that possess all the political power: House Morok in the western peninsula, House Welm in the southwestern islands (called the Elysian Islands) and parts of the western mainland, House Larson controlling the southwest, House Reigncliff controlling much of the south including the largest mountain range known as Bludrock, House Crosland in the northeastern mainland, House Taimor controlling the northeastern islands (called the Golden Islands) and the ruling, royal family of which the other families swear fealty to in House Leonsbane whom occupies the remaining land to the north and west. A delicate balance exists between these Houses, with the King presiding over a council composed of all the Lords of the Great Houses that meets regularly throughout the year. The title of King is passed down per the laws of primogeniture to the firstborn son of House Leonsbane. Should a son not be present, other arrangements are made to ensure blood purity. However, such an issue has never arose so the ancient laws have not been touched for some time.
As balanced and orderly as the government may seem, Ethora's political structure is surprisingly delicate due to the rivalries that exist between all of the Great Houses. Dating back to the mythological legends of founding, the Great Houses appear to be eternally wrapped in some kind of warfare, causing shifts in classes, nobility and social stability throughout much of Ethora's history. House Reigncliff and House Taimor have the largest public disdain for each other; House Crosland and House Morok are known for their respective amounts of greed; while House Larson is often described as paranoid; a stark contrast to the often amicable House Welm which seeks compromise more often than not. The strong personalities have caused rifts with few "alliances" existing aside from the economic dependency one another for stability.
The geography, while not as diverse as some of the counterpart kingdoms in Altaria, has given rise to cultural diversity, as if the Great Houses did not craft their identities on their own.
Beginning in the western part of the nation, House Morok controls "The Hook", the forested peninsula which has given rise to a labor intensive economy, based on lumber, construction, farming and even to a limited extent, mining. House Morok has sought to maximize what little land it controls, subsequently exploiting the lower social classes into servitude, chopping down the Green Woods, mining the Cloudwalker Mountain and tilling what little farmland exists. Craftsmen reside in the city of Siriuth, the capital of The Hook, where all the raw materials are shipped and molded into usable products that House Morok and its noble class export to other parts of Altaria for profit. The Hook is defined by its wealth, with a bold upper class and a bitter, tired lower class.
South of The Hook is the region of Elysia, ruled by the youngest of the Great Houses in House Welm. Spilt between a set of islands and a cut of the western part of the mainland, House Welm is among the weakest of the Great Houses with a divided culture and economy. The Elysian mainland is primarily a land of farmers, hunters and traders, controlling the Crossroads in its capital city of Somersay, a joint venture with House Larson. The Elysian Islands is primarily the home of fisherman and traders, scattered about smaller villages throughout. As a result, the people of Elysia are generally amicable and peaceful, being generally relaxed and free spirited. Well mannered as well, Elysia is often called the retreat of Ethora due to its tranquility.
House Larson controls the harshest land in the southwest, with the region called the Bayren. With little fertile land, House Larson is reliant on mining for metals and smithing operations to maintain any amount of economic stability yet it should be noted that these systems are underdeveloped due to the lack of stability that has consumed the region due to rabid Pokemon tribes, influx of bandit groups and a harsh climate. This has caused House Larson to take a vested interest in securing its people, maintaining the largest standing militia and specializing more in military prowess and construction over acquisition of raw materials (which is often the responsibility of the lowest caste of citizens regardless). Therefore the people of the Bayren are pessimistic and hardened, but exceptionally skilled at what they do.
East of the Bayren, is the region of House Reigncliff, often simply dubbed "Bludrock" after the large mountain range that consumes half of the territory. Much like its staunch ally in House Larson, House Reigncliff has crafted a culture of order, hard work, and skill. Bludrock, however, is a more diverse land with a lumber and shipping industry, in addition to the largest mining operation in Ethora. The capital of the region, Alcastus, is many of the best craftsmen guilds and military academies in Ethora. However, due to the fact that House Reigncliff praises service and skill, causing a divide between craftsmen and laborers and militia officers and the common people.
Directly north, is the region, once poorly named due to a barren land devoid of wealth, in the Silver Plains controlled by House Crosland. The Silver Plains is now home to great stretches of farmland and ranches, controlled mining for stone and building materials, and efficient, nondestructive lumber industry. House Crosland prides itself on efficiency and service with the largest population outside of Idir (the land of House Leonsbane) and a content populace due to fairness from its ruling House. House Crosland controls much of the wealth in Ethora, controlling the largest system of banks and having the most skilled merchants outside of the Golden Islands. It should be noted that House Crosland places "second" in many of the operations, causing the people to be quite ambitious and defensive when any snide remarks are made about the region. House Crosland has no major cities, let the city of Lios lies in between the Coastal Mountains and the Lion's Road that runs throughout the kingdom. Despite this, House Crosland has meticulously crafted a large internal trade network and works closely with House Taimor on the international stage.
The Golden Islands is a rich, beautiful and prideful region composed of grand cities built on hills, mountains or even on the water itself ruled by the great House Taimor. The Golden Islands is a cultural haven, with many of the great authors and artists of Ethora's history coming from this region. While cities are few in number, they are large and beautifully crafted with fine stonework construction. Port villages are common on the coast, as the Golden Islands are built on fishing and trade. As to be expected, the Golden Islands are very peaceful and quite wealthy, with wealth spread out. There is not a large aristocracy in the region, with a greater focus on the middle class. This has created a fairly harmonious society with a happy, optimistic population. Rowanion, its capital, is the center of this booming success and the region is considered to be only peered by Idir, and to a lesser extent, Bludrock.
Idir, ruled by the royal House Leonsbane, lies in the north controlling nearly a third of Ethora on its own. Generally, Idir is a peaceful region priding itself on its developed cities, roads, trade, schools and overall prosperity. Idir is therefore extremely balanced in its culture and such, making its society a unique blend, inspired by the other regions. However whereas the other regions are focused on resource acquisition and manufacturing, Idir has concerned itself with the development of culture and thought. The region is home to the largest academies, the most powerful guilds and the finest collection of artists, historians and museums; though many of these fine luxuries can be truly enjoyed by an expansive and influential upper class. It is also the place where the largest cities have been built with Edmos, often called the religious capital of Ethora to the north, and the royal capital and fortress of Rudel to the west.
Following "The Abandonment," Ethora chose to adopt a set of Deities in Groudon the God of Land, Kyogre the Goddess of Water, and Rayquaza the God of the Sky. However, over time, belief in these gods have wavered, with Groudon finding his patrons primarily in the south or more inland regions while Kyogre finding her followers praising her more in the north and the coastal parts of the country. Rayquaza has become mostly forgotten, with very few followers outside of the elite in Idir who bothered to remember the Sky is also part of the world. Edmos practically enshrined this belief with the Cathedral of Land and Sea, praising both Groudon and Kyogre.
The only thing that has been agreed upon in the religious culture of Ethora is the Sacred Land in the middle of the country, carved out as a small island. Only populated by the highest of religious officials, the Sacred Land is believed to be where the true god or goddess will rise whether it be Groudon, Kyogre or Rayquaza.
Ethora's diversity is mostly credited to its six Great Houses that possess all the political power: House Morok in the western peninsula, House Welm in the southwestern islands (called the Elysian Islands) and parts of the western mainland, House Larson controlling the southwest, House Reigncliff controlling much of the south including the largest mountain range known as Bludrock, House Crosland in the northeastern mainland, House Taimor controlling the northeastern islands (called the Golden Islands) and the ruling, royal family of which the other families swear fealty to in House Leonsbane whom occupies the remaining land to the north and west. A delicate balance exists between these Houses, with the King presiding over a council composed of all the Lords of the Great Houses that meets regularly throughout the year. The title of King is passed down per the laws of primogeniture to the firstborn son of House Leonsbane. Should a son not be present, other arrangements are made to ensure blood purity. However, such an issue has never arose so the ancient laws have not been touched for some time.
As balanced and orderly as the government may seem, Ethora's political structure is surprisingly delicate due to the rivalries that exist between all of the Great Houses. Dating back to the mythological legends of founding, the Great Houses appear to be eternally wrapped in some kind of warfare, causing shifts in classes, nobility and social stability throughout much of Ethora's history. House Reigncliff and House Taimor have the largest public disdain for each other; House Crosland and House Morok are known for their respective amounts of greed; while House Larson is often described as paranoid; a stark contrast to the often amicable House Welm which seeks compromise more often than not. The strong personalities have caused rifts with few "alliances" existing aside from the economic dependency one another for stability.
The geography, while not as diverse as some of the counterpart kingdoms in Altaria, has given rise to cultural diversity, as if the Great Houses did not craft their identities on their own.
Beginning in the western part of the nation, House Morok controls "The Hook", the forested peninsula which has given rise to a labor intensive economy, based on lumber, construction, farming and even to a limited extent, mining. House Morok has sought to maximize what little land it controls, subsequently exploiting the lower social classes into servitude, chopping down the Green Woods, mining the Cloudwalker Mountain and tilling what little farmland exists. Craftsmen reside in the city of Siriuth, the capital of The Hook, where all the raw materials are shipped and molded into usable products that House Morok and its noble class export to other parts of Altaria for profit. The Hook is defined by its wealth, with a bold upper class and a bitter, tired lower class.
South of The Hook is the region of Elysia, ruled by the youngest of the Great Houses in House Welm. Spilt between a set of islands and a cut of the western part of the mainland, House Welm is among the weakest of the Great Houses with a divided culture and economy. The Elysian mainland is primarily a land of farmers, hunters and traders, controlling the Crossroads in its capital city of Somersay, a joint venture with House Larson. The Elysian Islands is primarily the home of fisherman and traders, scattered about smaller villages throughout. As a result, the people of Elysia are generally amicable and peaceful, being generally relaxed and free spirited. Well mannered as well, Elysia is often called the retreat of Ethora due to its tranquility.
House Larson controls the harshest land in the southwest, with the region called the Bayren. With little fertile land, House Larson is reliant on mining for metals and smithing operations to maintain any amount of economic stability yet it should be noted that these systems are underdeveloped due to the lack of stability that has consumed the region due to rabid Pokemon tribes, influx of bandit groups and a harsh climate. This has caused House Larson to take a vested interest in securing its people, maintaining the largest standing militia and specializing more in military prowess and construction over acquisition of raw materials (which is often the responsibility of the lowest caste of citizens regardless). Therefore the people of the Bayren are pessimistic and hardened, but exceptionally skilled at what they do.
East of the Bayren, is the region of House Reigncliff, often simply dubbed "Bludrock" after the large mountain range that consumes half of the territory. Much like its staunch ally in House Larson, House Reigncliff has crafted a culture of order, hard work, and skill. Bludrock, however, is a more diverse land with a lumber and shipping industry, in addition to the largest mining operation in Ethora. The capital of the region, Alcastus, is many of the best craftsmen guilds and military academies in Ethora. However, due to the fact that House Reigncliff praises service and skill, causing a divide between craftsmen and laborers and militia officers and the common people.
Directly north, is the region, once poorly named due to a barren land devoid of wealth, in the Silver Plains controlled by House Crosland. The Silver Plains is now home to great stretches of farmland and ranches, controlled mining for stone and building materials, and efficient, nondestructive lumber industry. House Crosland prides itself on efficiency and service with the largest population outside of Idir (the land of House Leonsbane) and a content populace due to fairness from its ruling House. House Crosland controls much of the wealth in Ethora, controlling the largest system of banks and having the most skilled merchants outside of the Golden Islands. It should be noted that House Crosland places "second" in many of the operations, causing the people to be quite ambitious and defensive when any snide remarks are made about the region. House Crosland has no major cities, let the city of Lios lies in between the Coastal Mountains and the Lion's Road that runs throughout the kingdom. Despite this, House Crosland has meticulously crafted a large internal trade network and works closely with House Taimor on the international stage.
The Golden Islands is a rich, beautiful and prideful region composed of grand cities built on hills, mountains or even on the water itself ruled by the great House Taimor. The Golden Islands is a cultural haven, with many of the great authors and artists of Ethora's history coming from this region. While cities are few in number, they are large and beautifully crafted with fine stonework construction. Port villages are common on the coast, as the Golden Islands are built on fishing and trade. As to be expected, the Golden Islands are very peaceful and quite wealthy, with wealth spread out. There is not a large aristocracy in the region, with a greater focus on the middle class. This has created a fairly harmonious society with a happy, optimistic population. Rowanion, its capital, is the center of this booming success and the region is considered to be only peered by Idir, and to a lesser extent, Bludrock.
Idir, ruled by the royal House Leonsbane, lies in the north controlling nearly a third of Ethora on its own. Generally, Idir is a peaceful region priding itself on its developed cities, roads, trade, schools and overall prosperity. Idir is therefore extremely balanced in its culture and such, making its society a unique blend, inspired by the other regions. However whereas the other regions are focused on resource acquisition and manufacturing, Idir has concerned itself with the development of culture and thought. The region is home to the largest academies, the most powerful guilds and the finest collection of artists, historians and museums; though many of these fine luxuries can be truly enjoyed by an expansive and influential upper class. It is also the place where the largest cities have been built with Edmos, often called the religious capital of Ethora to the north, and the royal capital and fortress of Rudel to the west.
Following "The Abandonment," Ethora chose to adopt a set of Deities in Groudon the God of Land, Kyogre the Goddess of Water, and Rayquaza the God of the Sky. However, over time, belief in these gods have wavered, with Groudon finding his patrons primarily in the south or more inland regions while Kyogre finding her followers praising her more in the north and the coastal parts of the country. Rayquaza has become mostly forgotten, with very few followers outside of the elite in Idir who bothered to remember the Sky is also part of the world. Edmos practically enshrined this belief with the Cathedral of Land and Sea, praising both Groudon and Kyogre.
The only thing that has been agreed upon in the religious culture of Ethora is the Sacred Land in the middle of the country, carved out as a small island. Only populated by the highest of religious officials, the Sacred Land is believed to be where the true god or goddess will rise whether it be Groudon, Kyogre or Rayquaza.
Lysos
Spoiler:
A vast, desert region located in the southeast corner of Altaria. The Lysos region is home to the Zubekeus Desert. With dry, dusty, and extremely heated conditions during the day and almost frigid temperatures at night, the Lysos kingdom is not quite as populated as kingdoms such as Cantaras and Ethora.
The royal capital of Lysos, Kakkara, was established on an oasis in the middle of the Zubekeus Desert. This makes the ground the city sits upon very fertile and an excellent place for crops and harvesting to be done. Outside of small farming, the economy of the kingdom is done through mining. The sands of the Zubekeus Desert are rich with mines housing many precious gems as well as various ruins which house artifacts dating back to a time before "The Abandonment." In addition to this, Lysos is known for it's high-quality (and quite expensive) silks and artistic tapestries.
Rather than ran by a king with an elected council to keep him in check, Lysos resides under a more dictatorial-style of government. Ruled by a lone queen, she makes all the governing decisions of the kingdom and enforces the law with an elite squadron of soldiers to prevent any uprising amongst the people of the kingdom. At one point, the kingdom did in fact function under a government similar to that of Cantaras, but this was changed when the council was found to be corrupt, often squandering the funds of the kingdom to line their own pockets and constantly placing themselves above the law that the rest of the people were forced to abide by. The council would come to be abolished, with the ruling family taking complete control of the kingdom. As of this point, the rule of Lysos is only passed on once the current monarch passes away. If the ruler does not have a son or daughter to ascend to the throne in their place, then another relative will be selected by the king or queen.
After "The Abandonment", Lysos embraced Ho-oh as it's official deity. A shrine dedicated to Ho-oh has been constructed in the center of Kakkara. The shrine has been constructed to resemble a giant tower of sorts, reaching up to be the highest point in the city. Although everyone is allowed to enter the first floor of the tower to worship Ho-oh, the higher up floors have been marked strictly off-limits. Only the queen and high priest are allowed to enter said floors.
The royal capital of Lysos, Kakkara, was established on an oasis in the middle of the Zubekeus Desert. This makes the ground the city sits upon very fertile and an excellent place for crops and harvesting to be done. Outside of small farming, the economy of the kingdom is done through mining. The sands of the Zubekeus Desert are rich with mines housing many precious gems as well as various ruins which house artifacts dating back to a time before "The Abandonment." In addition to this, Lysos is known for it's high-quality (and quite expensive) silks and artistic tapestries.
Rather than ran by a king with an elected council to keep him in check, Lysos resides under a more dictatorial-style of government. Ruled by a lone queen, she makes all the governing decisions of the kingdom and enforces the law with an elite squadron of soldiers to prevent any uprising amongst the people of the kingdom. At one point, the kingdom did in fact function under a government similar to that of Cantaras, but this was changed when the council was found to be corrupt, often squandering the funds of the kingdom to line their own pockets and constantly placing themselves above the law that the rest of the people were forced to abide by. The council would come to be abolished, with the ruling family taking complete control of the kingdom. As of this point, the rule of Lysos is only passed on once the current monarch passes away. If the ruler does not have a son or daughter to ascend to the throne in their place, then another relative will be selected by the king or queen.
After "The Abandonment", Lysos embraced Ho-oh as it's official deity. A shrine dedicated to Ho-oh has been constructed in the center of Kakkara. The shrine has been constructed to resemble a giant tower of sorts, reaching up to be the highest point in the city. Although everyone is allowed to enter the first floor of the tower to worship Ho-oh, the higher up floors have been marked strictly off-limits. Only the queen and high priest are allowed to enter said floors.
Spoiler:
Aturia
Spoiler:
Stretching across much of the western and northern parts of the world, is the large desert empire of Aturia. The landscape is dominated by the Seas of Sand, much of Aturia's population is regulated to the walled capital of Harat, a massive city and home to the Emperor of the vast Kingdom. The Emperor makes all final decisions and guides the country with absolute control, but is often advised by the Voice of Lugia, the head of the church dedicated to Aturia's sole Diety.
A peaceful nation, Aturia is pious in all things, believing to owe a great deal to its divine guardian in Lugia. And considering the country's many miracles and legends, especially following "The Abandonment," there is little reason to argue otherwise. Once a barren wasteland with little in the way of natural resources, it is strongly believed the lakes and oasis were given to the people of Aturia by Lugia. So strong was the faith, the large sea in the heart of the Seas of Sand is called "Lugia's Gift" by the locals, further developing a religious fervor into the culture of Aturia.
Aturia's economy is mostly self sufficient. Farming is mostly located in the southern and northeastern parts of the country, where the bulk of oases are. Mining ventures are scattered about, with Aturia rich in metals and gems much like its southwestern counterpart. However, what separates Aturia from the other kingdoms is its rich wildlife. Due to the expansive size of Lugia's Gift, many unique species of Pokemon reside in the land of Aturia. This allows Aturia to have crafted exclusive products and exports, including furs and ivory, that is not readily available or as common in other nations. Small trading villages in the north and south have expanded into large towns giving rise to a booming economy. However supply and demand is difficult to predict, and Aturia's economy is notable erratic as a direct result. Furthermore, Aturia's faithful population has resisted many of these hunting and poaching expeditions prompting resistance against such industries (despite Aturia's success otherwise), causing black markets to form when laws were passed forbid the exploitation of Pokemon as a natural resource.
Aturia's faith is very widespread and strong. The Tower of Lugia (with the entire construction aside from the expansive underground floors open to the public) is located in the capital of Harat and many shrines and temples have been established throughout the kingdom, with the southern Temple of the Guardian being the largest religious building in the southern half of the country.
The island too the far south is untouched by many Aturia's, except a few brave explorers and the most faithful of religious scholars. Sometimes called the Black Island due to the myths of fear, it is more commonly called The Whirl Island, the mythic home of their God. Fearing that disturbing Lugia would give rise to terrible fates (as Lugia has already done so much) few dare explore any further than the surface.
A peaceful nation, Aturia is pious in all things, believing to owe a great deal to its divine guardian in Lugia. And considering the country's many miracles and legends, especially following "The Abandonment," there is little reason to argue otherwise. Once a barren wasteland with little in the way of natural resources, it is strongly believed the lakes and oasis were given to the people of Aturia by Lugia. So strong was the faith, the large sea in the heart of the Seas of Sand is called "Lugia's Gift" by the locals, further developing a religious fervor into the culture of Aturia.
Aturia's economy is mostly self sufficient. Farming is mostly located in the southern and northeastern parts of the country, where the bulk of oases are. Mining ventures are scattered about, with Aturia rich in metals and gems much like its southwestern counterpart. However, what separates Aturia from the other kingdoms is its rich wildlife. Due to the expansive size of Lugia's Gift, many unique species of Pokemon reside in the land of Aturia. This allows Aturia to have crafted exclusive products and exports, including furs and ivory, that is not readily available or as common in other nations. Small trading villages in the north and south have expanded into large towns giving rise to a booming economy. However supply and demand is difficult to predict, and Aturia's economy is notable erratic as a direct result. Furthermore, Aturia's faithful population has resisted many of these hunting and poaching expeditions prompting resistance against such industries (despite Aturia's success otherwise), causing black markets to form when laws were passed forbid the exploitation of Pokemon as a natural resource.
Aturia's faith is very widespread and strong. The Tower of Lugia (with the entire construction aside from the expansive underground floors open to the public) is located in the capital of Harat and many shrines and temples have been established throughout the kingdom, with the southern Temple of the Guardian being the largest religious building in the southern half of the country.
The island too the far south is untouched by many Aturia's, except a few brave explorers and the most faithful of religious scholars. Sometimes called the Black Island due to the myths of fear, it is more commonly called The Whirl Island, the mythic home of their God. Fearing that disturbing Lugia would give rise to terrible fates (as Lugia has already done so much) few dare explore any further than the surface.
Abythia
Spoiler:
Located primarily on a large island just south of Ethora, Abythia was once home to proud kingdom that rivaled Cantaras in terms of popularity and economic success. However, this was many years in the past. In present, the kingdom has all, but been wiped off the face of the map. Over time after "The Abandonment", harsh weather conditions began to rock the region.The land dried out due to droughts. The once healthy Kaipo River turned into a toxic, gas-filled swamp. Tornadoes and earthquakes rocked Abythia, until most of the region transfomed into the essentially barren wasteland that is today.
While the government of the capital city of the region, Ugoral City, tried its best to maintain peace and civil laws, eventually it to was brought to its knees by the unrest developed from the collapsing region. Eventually, the city was forced to shut its gates from the rest of the rebelling and ailing populous of Abythia and eventually the rest of Altaria. To this day not much else is known about the current ruling governmet of what remains of Abythia and its royal city. Outside of Ugoral City, most of any centralized society has collapsed. Most people and Pokémon who still reside in the region now travel in packs and caravans. A strong series of distrust resides in most hearts, both creature and human alike, and both would do whatever it takes to survive. In a sense, Abythia is probably home to the strongest grouping of nomadic tribes in Altaria.
Like its current governmental status, religion within the region of Abythia is also shrouded in mystery. All that resounds from the region are rumors of a following to a rather dark and spirit-looking creature by the name of Darkrai...
While the government of the capital city of the region, Ugoral City, tried its best to maintain peace and civil laws, eventually it to was brought to its knees by the unrest developed from the collapsing region. Eventually, the city was forced to shut its gates from the rest of the rebelling and ailing populous of Abythia and eventually the rest of Altaria. To this day not much else is known about the current ruling governmet of what remains of Abythia and its royal city. Outside of Ugoral City, most of any centralized society has collapsed. Most people and Pokémon who still reside in the region now travel in packs and caravans. A strong series of distrust resides in most hearts, both creature and human alike, and both would do whatever it takes to survive. In a sense, Abythia is probably home to the strongest grouping of nomadic tribes in Altaria.
Like its current governmental status, religion within the region of Abythia is also shrouded in mystery. All that resounds from the region are rumors of a following to a rather dark and spirit-looking creature by the name of Darkrai...
II. Your Pokémon
A friend for life. Someone who will watch your back while you watch theirs. In this world, a human traveling with a Pokémon is not exactly foreign, but it is not a common and constant sight in Altaria either. In a sense, a human and a Pokémon are linked by a spiritual bond, one formed when the Pokémon is still in an egg. This ritual is carried out when a human is a child. They will find themselves escorted to a secluded area, where a grouping of eggs which have been "donated" by a community of Pokémon will be waiting. The bond is established if the egg that the human touches hatches upon contact. This is when the Pokémon and Human become 'Entwined', meaning their souls are now connected. The chances of a bond being formed is roughly one in one-hundred. This ritual was established a long time ago, as a sense to bridge the worlds of humans and Pokémon and as a sign of good faith. However, not all Pokémon uphold this ritual. There are still wild Pokémon that will do whatever it takes to survive in this world...
III. Magic And Skills
In the world of Altaria, only the Entwined, those who are bound with a Pokémon, have the ability to cast spells. Thanks to the ancient contract between Humans and Pokémon, magic has flourished, and is just as common a sight as an Entwined. However, even though every single Entwined gets the ability to cast spells, only few manage to master this difficult skill.
There are many theories as to why and how the magic of this world works as it does, the most common theory being that a portion of the 'energy', 'mana' or simply 'magic' that resides within Pokémon and allows them to perform the feats that they do, is transferred via the link between a Pokémon and their human, enabling them to tap into the energy that they do. However, thanks to the ever-changing, adaptive nature of humans, they aren't limited to one or two elements, like their Pokémon.
The Entwined is able to perform amazing feats, such as casting fireballs, creating torrents of water, attack with psychic waves, heal themselves and their allies and even use more physical spells, such as hardening ones own body, allowing them to shoot energy from their blades and more. However, the Entwined doesn't unlock their magical potential until sometime along their puberty, meaning roughly four to six years after they encounter their Entwined partner at age ten. Afterwards, it's up to the Entwined how much they wish to practice their spellcasting. Whether they want to become extremely adept at it, mix it up with some martial arts or swordplay, or simply forego the magic and focus on other things.
There -are- restrictions, however. If your Pokémon, for instance, is easily damaged by a certain type, such as Fire, the connection to the source of magic is completely cut off, rendering the Entwined unable to cast spells of the element their partner is weak against.
However, if they cast a spell of the same type as their partner, the spell will be at its maximum potential (Depending on the Entwined's magical prowess, of course). Every spell-nature outside of strengths and weaknesses are considered to be at normal strength. If your Pokémon is, for instance, a dragon-type, and it's also weak to dragon-type attacks, the fact that it is, by nature, a dragon-type, will negate the effect of being unable to cast those types of spells.
Due to the way magic is very fickle and hard to pin down as to how strong a spell or a spellcaster is, we'll be using a system that's drawing inspiration from the Pokémon moves. This means that you, as an Entwined, will have a set amount of spells, which will grow and change during the RP. While your spells are not directly called the same as Pokémon moves, they will still have to be inspired by them. For instance, an Entwined who's just begun their spellcasting and wants to have a fire-based spell, they can pick something like Ember, which can count as a small torrent of flames or a light-level fireball, whereas a Fire Blast would be a much higher level version of the same. The Moves-To-Spells parallel we're drawing doesn't mean your character will shout out 'Ember!' every time they throw a fireball. They can of course draw parallels in-character, but this is mainly to aid everyone in more or less figuring out what sort of spells they have at hand.
In the sign-up, you can pick what spells you want your entwined to have, and you have relatively free reign over which moves you can pick. However, please be considerate and pick something appropriate for your character's skill level. Don't worry, as your character grows in power, they will/can gain access to more and better spells.
Aside from spells, characters will have a wide variety of other combat-methods to choose from. Hand-to-hand martial arts, swords, hammers, shields, bows, claws, or even using alchemical potions, only your imagination sets the limit. A character who doesn't use magic isn't necessarily weak, as they may have trained more with their weapon of choice.
There are many theories as to why and how the magic of this world works as it does, the most common theory being that a portion of the 'energy', 'mana' or simply 'magic' that resides within Pokémon and allows them to perform the feats that they do, is transferred via the link between a Pokémon and their human, enabling them to tap into the energy that they do. However, thanks to the ever-changing, adaptive nature of humans, they aren't limited to one or two elements, like their Pokémon.
The Entwined is able to perform amazing feats, such as casting fireballs, creating torrents of water, attack with psychic waves, heal themselves and their allies and even use more physical spells, such as hardening ones own body, allowing them to shoot energy from their blades and more. However, the Entwined doesn't unlock their magical potential until sometime along their puberty, meaning roughly four to six years after they encounter their Entwined partner at age ten. Afterwards, it's up to the Entwined how much they wish to practice their spellcasting. Whether they want to become extremely adept at it, mix it up with some martial arts or swordplay, or simply forego the magic and focus on other things.
There -are- restrictions, however. If your Pokémon, for instance, is easily damaged by a certain type, such as Fire, the connection to the source of magic is completely cut off, rendering the Entwined unable to cast spells of the element their partner is weak against.
However, if they cast a spell of the same type as their partner, the spell will be at its maximum potential (Depending on the Entwined's magical prowess, of course). Every spell-nature outside of strengths and weaknesses are considered to be at normal strength. If your Pokémon is, for instance, a dragon-type, and it's also weak to dragon-type attacks, the fact that it is, by nature, a dragon-type, will negate the effect of being unable to cast those types of spells.
Due to the way magic is very fickle and hard to pin down as to how strong a spell or a spellcaster is, we'll be using a system that's drawing inspiration from the Pokémon moves. This means that you, as an Entwined, will have a set amount of spells, which will grow and change during the RP. While your spells are not directly called the same as Pokémon moves, they will still have to be inspired by them. For instance, an Entwined who's just begun their spellcasting and wants to have a fire-based spell, they can pick something like Ember, which can count as a small torrent of flames or a light-level fireball, whereas a Fire Blast would be a much higher level version of the same. The Moves-To-Spells parallel we're drawing doesn't mean your character will shout out 'Ember!' every time they throw a fireball. They can of course draw parallels in-character, but this is mainly to aid everyone in more or less figuring out what sort of spells they have at hand.
In the sign-up, you can pick what spells you want your entwined to have, and you have relatively free reign over which moves you can pick. However, please be considerate and pick something appropriate for your character's skill level. Don't worry, as your character grows in power, they will/can gain access to more and better spells.
Aside from spells, characters will have a wide variety of other combat-methods to choose from. Hand-to-hand martial arts, swords, hammers, shields, bows, claws, or even using alchemical potions, only your imagination sets the limit. A character who doesn't use magic isn't necessarily weak, as they may have trained more with their weapon of choice.
IV. Character Sign-Up Sheet
Name: Your Character's Name
Age: How old is your character? In a world of fantasy, things can be quite flexible here. At least 16 is preferred, however.
Gender: Male or Female
Hometown: The city and region your character is from. Be creative and come up with pretty much anywhere you like. Chances are we can work it into the story at some point if you wish to visit it during a sidequest or something of the sort. Keep in mind what information was displayed within the descriptions of the regions of Altaria though. Abythia is off-limits!
Appearance: What do they look like? Using a picture is fine, but I would like a written description as well!
Weapon/Fighting-Style: How does your character fight? What is their weapon of choice? Keep in mind this is fantasy, so modern weapons such as guns are not allowed.
Skills/Magic: What sort of skills and/or magic abilities does your character possess? There is a max of four spells allowed during the beginning of the story, but more slots may be available as the story continues. Also keep in mind that your character most likely won't be a full on warlock of amazing power right at the start of this RP, so be considerate in your choice of spells. Choosing spells does not mean you cannot have an actual weapon.
Personality: How does your character act and interact with others? What are their strengths and weaknesses?
Occupation: What does your character do? Are they a mercenary? Are they an alchemist? Perhaps a journalist? Be creative! There's no need to be something as simple as a farmer in a world of fantasy!
History: What has your character been doing up to this point? I'm not asking for a full on background here, as there is always story to be developed during the... well, story.
Pokémon Species: What species is your Pokémon partner? Keep in mind that they would be in their first form, so they can grow along with your own character! Also, as expected, no Legendaries are allowed. Also, no man-made Pokemon are allowed, this includes any mon mentioned in this article here: https://bulbapedia.bulbagarden.net/wiki/Artificial_Pokémon. Upon further review of the article and talking with my co-GMs, Golett is allowed!
Pokémon Name: What name does your partner go by?
Pokémon Personality: How do they act and interact with those around you!
Pokémon Moveset: The four moves your Pokemon possess at the start of the story. No TMs as obviously they do not exist yet. You may give them one egg move, however. Also, like humans the number of move slots will most likely increase as the story progresses. Also, keep in mind that they should not possess more over the top moves, such as Flamethrower and Earthquake right at the beginning.
RP Sample: Give me a sample of how you write! It can be from a previous RP post or something completely of your own design.
Age: How old is your character? In a world of fantasy, things can be quite flexible here. At least 16 is preferred, however.
Gender: Male or Female
Hometown: The city and region your character is from. Be creative and come up with pretty much anywhere you like. Chances are we can work it into the story at some point if you wish to visit it during a sidequest or something of the sort. Keep in mind what information was displayed within the descriptions of the regions of Altaria though. Abythia is off-limits!
Appearance: What do they look like? Using a picture is fine, but I would like a written description as well!
Weapon/Fighting-Style: How does your character fight? What is their weapon of choice? Keep in mind this is fantasy, so modern weapons such as guns are not allowed.
Skills/Magic: What sort of skills and/or magic abilities does your character possess? There is a max of four spells allowed during the beginning of the story, but more slots may be available as the story continues. Also keep in mind that your character most likely won't be a full on warlock of amazing power right at the start of this RP, so be considerate in your choice of spells. Choosing spells does not mean you cannot have an actual weapon.
Personality: How does your character act and interact with others? What are their strengths and weaknesses?
Occupation: What does your character do? Are they a mercenary? Are they an alchemist? Perhaps a journalist? Be creative! There's no need to be something as simple as a farmer in a world of fantasy!
History: What has your character been doing up to this point? I'm not asking for a full on background here, as there is always story to be developed during the... well, story.
Pokémon Species: What species is your Pokémon partner? Keep in mind that they would be in their first form, so they can grow along with your own character! Also, as expected, no Legendaries are allowed. Also, no man-made Pokemon are allowed, this includes any mon mentioned in this article here: https://bulbapedia.bulbagarden.net/wiki/Artificial_Pokémon. Upon further review of the article and talking with my co-GMs, Golett is allowed!
Pokémon Name: What name does your partner go by?
Pokémon Personality: How do they act and interact with those around you!
Pokémon Moveset: The four moves your Pokemon possess at the start of the story. No TMs as obviously they do not exist yet. You may give them one egg move, however. Also, like humans the number of move slots will most likely increase as the story progresses. Also, keep in mind that they should not possess more over the top moves, such as Flamethrower and Earthquake right at the beginning.
RP Sample: Give me a sample of how you write! It can be from a previous RP post or something completely of your own design.
V. Rules
1. Be polite and respectful of your fellow RPers. I feel like this rule doesn't really need mentioning, but just in case...
2. JPs are welcome! If you feel like a post between two or more RPers would work better beng worked on together, than by all means to do so. Etherpad is a great tool to help wih this objective!
3. No god-modding or cheesing.
4. Got an idea for a character-based storyline or something of the sort? Questions about how to handle something? Feel free to drop me, Sir Bastian, or Raikiri a line. We all worked together on piecing this RP together and would love to help out in anyway we can.
5. Please try to post regularly. I know sometimes life issues come up where you may need to put the RP on the side. If this comes up, again let us know. If we go for about one week without any word, you will be given a warning. If we go two weeks, you will be removed from the RP to allow another interested player in joining.
6. There will be a total of ten RPers allowed at a time for this RP. Counting the three of us, that means there will be seven open slots. Unlike most RPs on the board, I am not accepting reservations for slots or Pokémon. All sign-ups will be judged fairlly and will be accepted on how well we feel the character and such would fit into the world.
7. This roleplay is rated M. That means blood will be spilt and occasional naughty language might be dropped and all of that sort. If that's not something you're fully comfortable with, you might want to consider that as a factor before signing up.
8. We are NOT accepting reservations for this RP. You may post your SU as you progress it or all at once, but regardless we will be reviewing the sign-ups and making our decisions once we feel enough time as passed... Probably by next weekend or something like that. :D
9. Have Fun~
2. Sir Bastian as Terrin Gant and Selina the Snivy
3. Raikiri as Cassandra Alexandra and Snow the Absol
4. Varys the Galvantula as Willard Welm and Germaine the Magnamite
5. SV as Matthew and Francis the Chimchar
6. Nagi as Fiore Agnes and Alphonse the Honedge
7. Synthet as Gabriella "Pure" and Styx the Sableye
8. Magic as Richard Penn and Sammy the Sewaddle
2. JPs are welcome! If you feel like a post between two or more RPers would work better beng worked on together, than by all means to do so. Etherpad is a great tool to help wih this objective!
3. No god-modding or cheesing.
4. Got an idea for a character-based storyline or something of the sort? Questions about how to handle something? Feel free to drop me, Sir Bastian, or Raikiri a line. We all worked together on piecing this RP together and would love to help out in anyway we can.
5. Please try to post regularly. I know sometimes life issues come up where you may need to put the RP on the side. If this comes up, again let us know. If we go for about one week without any word, you will be given a warning. If we go two weeks, you will be removed from the RP to allow another interested player in joining.
6. There will be a total of ten RPers allowed at a time for this RP. Counting the three of us, that means there will be seven open slots. Unlike most RPs on the board, I am not accepting reservations for slots or Pokémon. All sign-ups will be judged fairlly and will be accepted on how well we feel the character and such would fit into the world.
7. This roleplay is rated M. That means blood will be spilt and occasional naughty language might be dropped and all of that sort. If that's not something you're fully comfortable with, you might want to consider that as a factor before signing up.
8. We are NOT accepting reservations for this RP. You may post your SU as you progress it or all at once, but regardless we will be reviewing the sign-ups and making our decisions once we feel enough time as passed... Probably by next weekend or something like that. :D
9. Have Fun~
Accepted Characters
1. Carnivore Chie as Rei Nightingale and Sheldon the Squirtle2. Sir Bastian as Terrin Gant and Selina the Snivy
3. Raikiri as Cassandra Alexandra and Snow the Absol
4. Varys the Galvantula as Willard Welm and Germaine the Magnamite
5. SV as Matthew and Francis the Chimchar
6. Nagi as Fiore Agnes and Alphonse the Honedge
7. Synthet as Gabriella "Pure" and Styx the Sableye
8. Magic as Richard Penn and Sammy the Sewaddle
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