Everyone will have three equipment slots for Runes. These special equipment slots are shared between trainer and Pokemon, and a Pokemon may only have one Rune total. In other words, you can only have -three- equippable Runes across your entire team, trainer included, and only one per Pokemon. This doesn't take "fluff" runes into consideration, in case you have runes that enable the usage of class abilities or whatnot. Certain Runes may be affixable to equipment. You may use -one- of these at any given time across your equipment, and they don't count against your total. In other words, your runes may look something like this:
Slot 1: Left Hand |
True Rune of Sweet Backflips |
Slot 2: Right Hand |
Fire Rune |
Slot 3: Exeggutor |
Fire Sealing Rune |
Equipment: Longinus |
Retaliation Rune |
I guess this means you actually have four rune slots, but one has to be for equipment? You know what I mean, guys. Equipment Runes tend to have different effects than they would affixed to people or Pokes, too.
True Runes
In the event you manage to become the bearer of a True Rune (that's never happened in a Suikoden game before), it will permanently take up one of these slots (and probably one of the first three). However, you may temporarily disable a True Rune to quieten its powers and allow you to use a different rune in that slot instead - it just means you won't be able to call upon any of the Rune's powers until it's reactivated. True Runes often come with passive benefits like Abilities, among other things, so keep this in mind if you decide to disable a True Rune, 'cuz you won't be able to use those either.
Disabling a True Rune is an Extended Action. Reactivating it is similar, but you can speed it up to a Shift action by spending 2 AP. This is usually showy and will also disable the rune you were using in its place for the entire day. Try not to game the system!
Spell Runes
Many types of Runes grant special martial techniques or passive benefits, but others are Spell-type Runes that draw on the user's Magic Points. Each point of MP covers the usage of an appropriately leveled spell - it's just Vancian casting, really. You have four different spell levels, each with their own MP pool. These MP refresh with Extended Rest.
At level 5, your MP totals 2/0/0/0, granting you usage of two level 1 spells. MP improves as follows:
Level 5 |
2/0/0/0 |
Level 9 |
2/1/0/0 |
Level 11 |
3/1/0/0 |
Level 15 |
3/2/0/0 |
Level 19 |
3/2/1/0 |
Level 21 |
4/2/1/0 |
Level 25 |
4/3/1/0 |
Level 29 |
4/3/2/0 |
Level 31 |
4/3/2/1 |
Level 35 |
5/3/2/1 |
Level 39 |
5/4/3/1 |
Level 41 |
5/4/3/2 |
Level 45 |
6/5/3/2 |
Level 49 |
6/5/4/2 |
Level 50 |
6/5/4/3 |
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- Name: The Holy Kingdom of Nolgranda
- Ruling Body: Joint Monarchy (King Esrand and Queen Amelia)
- Nation Size: Roughly equivalent to Japan
- Military Strength: High
- Chief Exports: Precious stones, art, technology.
- State Religion: Strongly Dracolocism (Focus on origin of creation, Arceus, the first three Dragons. See dragons as demidivine, but not especially sacred.). Religious freedom allowed somewhat. Nonpracticers allowed private practice in their own homes, but not allowed to establish places of worship. Outright blasphemy highly punishable, either by imprisonment or death.
- Allies: Carthas
- Enemies:
- Info: Nolgranda is a nation settled in the mountains and shores of southeastern Ansilia. Its leadership is known for being aggressive and uncompromising, and the country is a leader in technology, the arts and military strength. The capital city of Heaven's Reach boasts impressive, exquisite architecture, not the least of which is the Nolgrand Cathedral. The most commonly consumed local meats are dragon and fish (either from shoreline fishing, or from the Rune-Given bounties of the Nolgir, straight out of Heaven's Reach). Even then, food tends to be sparse from population density, and due to a lack of fertile farmland, veggies and fruits are often imported.
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- Name: The Imperial Federation of Davadezi
- Ruling Body: The Imperial Parliament (Seven Prime Ministers)
- Nation Size: Enormous (About China)
- Military Strength: Lacking
- Chief Exports: Livestock, produce, silk, lumber, water, exotic animals, runes… you name it.
- State Religion: Loosely Lasalm, meaning "Origin". This religion focuses on the creation of Pokemon and the intelligent races and revering the forces behind that. That would be Mew, embodiment of Love, Xerneas, embodiment of Life, Uxie, Mesprit, and Azelf, creators of Knowledge, Emotion, and Willpower. Less popularly, Yveltal, embodiment of Death, is also recognized, though not thought of as evil. Love, Life, and Death exist somewhere in the world as True Runes, while Knowledge, Emotion, and Willpower are lesser, but still quite powerful - and thought to sometimes appear among people in changed form. The state as a whole has been seeing a decline in worship as borders continue to open and cultures mix. On the other hand, religious freedom is rather high in Davadezi, and one is allowed to openly believe in whatever they would like and establish organized worship publically.
- Allies: Davadezi has numerous trade partners, and often pays the mercenaries of Ravarra well for armed service, but no formal alliances exist.
- Enemies:
- Info: A state that is called as many different things as there are different cultures within - the Federation is comprised of seven different states, each ruled by a Prime Minister. I covered this up above! The seven different regions of Davadezi are Svarna, Loma, Ira, Dava, Madya, Pracura, and Avakara, named after the seven daughters of the founding sultana of the empire, Artha Manaan. The seven regions were traditionally ruled over by her daughters and their descendents, with the eldest Dava and her own lineage becoming the sultans and sultanas over all of the others. Seventy years prior, however, a great war (known as the Red Wine War, from the discoloration of the waters within the capital city of Spati) tore the seven states apart from in-fighting as seven rulers bid for control over their estranged cousins. In the end, naught but one lineage remained, Sultan Kheda Manaan, who looked upon what was left of his kingdom and abdicated his power in grief, forming the Imperial Parliament to rule in his stead. Now, his great granddaughter, Tanvi, sits on a throne merely decorational. Her Grace is somewhat of a celebrity in her nation, as well as given consideration as a diplomat, but in the lawmaking and governing process, she holds no power. In addition, there are some southern island colonies that Davadezi holds.
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- Name: The Commonwealth of Rivale
- Ruling Body: Various mayors or feudal lords.
- Nation Size: Medium-Small (Around the size of the United Kingdom)
- Military Strength: Low (Cities have their own guard forces, which can be sizable - but lack a united front)
- Chief Exports: Lumber, produce.
- State Religion: None
- Allies: Both Nolgranda and Davadezi have interests in the welfare of Rivale as it is a key trade route.
- Enemies: The flames of war, however…
- Info: I covered it pretty much in the blurb up above, I think. What I will cover a bit is the region that Katsuo lives in. A collection of territories featuring dense wood and beautiful, fertile lands in the west, the territory is collectively known as 'the Tsukino hold' or even just 'Tsukino' after the sole ruling family in control. Similarly, the place of residence of the Tsukino family is a hidden ninja hamlet known as 'Tsukinoshi'. The Tsukino family is at present, after a bizarre series of events, lead by the unmarried fiancee of the family's late heir. All in Tsukinoshi are sworn to serve the Tsukino family, and though normal professions exist, there are also numerous professionally trained ninja and samurai under their employ. In addition, many of the Tsukino, though not all, are trained in the arts of nnjutsu themselves to ensure the village's practices survive. One of the three major ninja clans in the province, along with the Sennyo tribe of northeastern Rivale and the Kiba Clan of Southern Rivale. Outsiders are only allowed to come to Tsukinoshi on rare occasions, and most are forced to stop by the more locatable village, Hanakokku, on the edge of the territory. It isn't uncommon for the head of the family to hire one of their ninjas' services to the highest bidder, or even to send a ninja out to find work and send money back to the estate.
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- Name: Carthas (The Carthan Republic)
- Ruling Body: The Ecclesia (A popular assembly that directly approves or disapproves of various proposals made by the legislative bodies each month)
- Nation Size: Small
- Military Strength: Medium
- Chief Exports: Iron, alchemical reagents, furs, knowledge
- State Religion: None. Many Carthans tend to hail from all over the continent, and even from across the seas. As such a melting pot, each man and woman is left to believe what they wish and no centralized worship exists.
- Allies: Nolgranda
- Enemies: The Six Tribal States of Girdi
- Info: Carthas is a small nation located in the far north of Ansillia, connected to Nolgranda's northern tip. The cold, snow-covered forests and mountains there are rich in precious metals, as the settlers who came here were keen to exploit. Over time, the settlers came to discover the flora and fauna of these northern lands had developed numerous sets of mutations to deal with the harsh wilderness of the area, making unique substances within themselves, and that when mixed in specific quantities or exposed to minute amounts of particular magical elements, new substances of peculiar property would be born. As a result, modern Alchemy was born in this northern waste, refined, and spread to other cultures, who began to adapt it to suit their local climates. More and more learned men began to flock to Carthas for study, however, and eventually the small mining towns gave way to cities of scholars - and those scholars would form numerous schools to teach their various expertises. As great minds began to gather, so too did progress began to be made in various fields, and today Carthas is considered a land of technological innovation, experiment, and learning in as many fields as you can imagine, despite the great danger the untamed wilds of that land offer. Notably, black powder was also conceived here, allowing the invention of firearms. As a result of their alliance with Nolgranda, they are also foremost in the pursuit of war sciences, and despite lacking a large military, their armed forces are tough and well-trained.
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- Name: Ravarra
- Ruling Body: lol, what ruling body?
- Nation Size: Large
- Military Strength: Overwhelming, if banded together.
- Chief Exports: Sellswords.
- State Religion: See: Info
- Allies: Anyone
- Enemies: Anyone
- Info: The Ravarrans originally hail from the western seas, as a nomadic people that sailed together in enormous fleets of ships and rafts that would be lashed together to form floating cities. Their ancestors had an avid history of piracy, until their many fleets were conquered by four charismatic warriors each bearing one of the aspects of the Hero's Rune. These warriors reformed the pirates, teaching them that potch is to be earned through service to others. Though few of the Ravarran's ancestors had many trades besides those they had developed on the seas, one of the heroes suggested lending their services to other nations as soldiers. Thus the modern tradition of Ravarran mercenaries was born. Many Ravarrans can trace their ancestry back to one of the four warriors, each of whom taught a different philosophy related to warfare. The techniques of the warriors in those times have been passed down for three centuries now, refined upon and refined again, until modern day, forming one of the most feared and respected groups of sellswords.
Ravarrans tend to have a hedonistic and combat-heavy culture. Earn coin, live well, die young. Or if you don't die young, go back to Ravarra and pass on your secrets to children in your old age. If Ravarrans have children in the field of battle, they're usually sent back to their homeland in the west to be taught from the young age of six by such masters. They have no centralized government, but are bound together by a common love of combat, and the ethos of the four different schools of teaching passed down from the Four Warriors. Ravarran mercenaries tend to sign explicit contracts when employed by governments that outline terms favorable to themselves, usually involving some law immunities, benefits, and clauses for refusal of orders if it would bring Ravarrans hired by opposing nations into unwilling conflict with each other.
Though they were nomadic, now they've settled in a good portion of fertile delta near the west coast of Ansillia. Their capital 'city', Grandbarge, is a constantly maintained collection of ships lashed in the traditional style about two miles west of the central coast of the country, and the country's trade capital - and a decent stop for merchants from the west on the way to Davadezi.
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- Name: The Six Tribal States of Girdi
- Ruling Body: The Council of Chieftains
- Nation Size: Small
- Military Strength: Small to Medium
- Chief Exports: Blockaded, but once they traded in crops and textiles.
- State Religion: Nature worship and recognizing the Travelers of the Sky - the Amber Sun and the Pearl Moon, Ho-Oh and Lugia. Little is known about the specifics of this religion.
- Allies: In these times, the tribes only call each other ally.
- Enemies: The Carthan Republic, the Kingdom of Nolgranda.
- Info: A nation with dangerously unspecified borders in the northern wilderness, comprised of the lands of six indigenous tribes who have banded together under common cause. Regarded as savages by the Carthans and Nolgrandans, the people of Girdi actually have a distinct culture spanning backwards several centuries - but they do little to refute the Carthans' claims. The tribes assert that Carthas was built on the homelands of their common ancestors, who also allegedly had a part in the formation of Alchemy as well. They claim to wish to re-settle parts of Carthas that they feel they are entitled to, a notion the academic nation rejected, assuming the tribes wanted to claim some of the land's natural resources for themselves. Now, warfare has erupted between the two states for the past twelve years, with little end in sight. The size of the Carthan military plus the assistance of Nolgranda's aid permits them to defend their lands and blockade the tribes, but pursue little further into the thick wilderness territories. Similarly, against the might of the stronger military powers, Girdi tends to engage in brief skirmishes and guerilla warfare, but still manages to cause quite a bit of trouble, enough for Nolgranda having to occasionally deploy its retrieval teams to help evacuate areas.
In the most southern reaches of Girdi, there is a city known as Xoxoctic, in which an uneasy peace reigns. This city is declared a neutral zone by all parties, and doesn't experience the same blockades present northward - making the city an attractive stop for smugglers interested in bypassing the blockades to make a quick potch. In this neutral territory, Carthans and Nolgrandans are technically allowed to come and go as long as they don't cause any trouble. Xoxoctic is used as grounds for diplomacy in rare circumstances.
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- Name: The Kingdom of Saranga (Formerly - the following information is defunct)
- Ruling Body: Holy Monarch (The last of which was Deva Sachin)
- Nation Size: Medium (Only a small portion is truly inhabitable, however)
- Military Strength: Medium
- Chief Exports: Exotic animals, glass - both for mundane and artisnal uses, oil.
- State Religion: Soranism - named after the first king of Saranga (King, Raja, or Deva are all appropriate titles for them, though the citizenry tended to go for the latter), this religion focuses on three deities that brought life to the midst of the desert. Tornadus, whose winds brought clouds, Thundurus, whose clouds brought rain, and Landorus, who used the rains to nurture the eternal oasis into bloom. The monarchs of Saranga are believed by the worshippers of this religion to have descended directly by Landorus, and thus are divine in nature. Whether this was true or not, no one knows.
- Allies: Everything seemed to be going well, until…
- Enemies: …A certain political incident.
- Info: North of the Ira province, this country was settled in a strand of hot, sandy wastes known as the 'devil's tongue' to most on the continent, for it was thought to have been touched by a malevolent creature. This region blocked off Davadezi from trade with the north for the longest due to the perils faced crossing it, until a bountiful oasis sprung up nearly overnight in the midst of the desert. A group of people migrating from the south witnessed this transfiguration with their own eyes, presumably also with the sighting of the three kami, after which their leader declared himself the divine descendent of Landorus. Trade soon flourished, and it was unquestionable how important the nation of Saranga was to trade with Davadezi and the lands north. …but then a fateful incident happened under the rule of Deva Sachin six years ago. The prime minister of the Ira province made a friendly diplomatic visit to their northern neighbor… and after what was rumored to be a trade agreement gone sour, the prime minister was found dead in her guest room - stabbed through the heart. Cries of assassination rang throughout Ira and though Deva Sachin denied involvement, this did not placate the masses of the province. When the prime minister's replacement felt Sachin was not doing enough to uncover the murderer, they declared it the fault of Saranga's administration and declared war. The capital city in the oasis, Ratna, was placed under siege by an overwhelming force of well-supplied Ravarran mercenaries hired by Ira's government - a mercenary company known as the Steel Onyx. Sachin is said to have looked over the forces surrounding his city, and despite knowing they could win against the invaders, it would come at great price. For the sake of his people, he declared surrender. The leader of the Steel Onyx, Tasman Raeth, marched Sachin through the streets of Ratna in chains before publicly executing him. The blow to the morale of the people of Saranga was such that they could no longer even protest in outrage.
Davadezi as a whole later protested Ira's actions - though it was agreed upon that some action had to be undertaken, the public execution of their king was unnecessarily brutal and uncalled for. The former territory of Saranga was absorbed into Davadezi's nations regardless (as otherwise the remnants of the nation would fall into chaos) but Ira would have some sanctions placed on it by Parliament as punishment.
In truth, Sachin did have a group of special forces known as the Rakshasi. Little to nothing is known of them publicly, but considering their skills, he had them scattered just before the siege in order to avoid further retaliation against his people if Ira's government did somehow find out about them and misconstrued them as their minister's assassins, as well as to ensure that they wouldn't be forced into the service of the conquering nation.
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The Rune of Origin (Arceus) - The remnants of all creation, sealed away. By far the most powerful Rune, it is rumored to hold dominion over Light and Darkness, and partially tap into the realms of Time, Space, and Creation. Where the True Rune of Origin lies, however, no one knows. Its bearers are chosen once in a millennia, if that, and only the worthy may ever bear it. Parent of no Rune directly, but its energy is said to infuse other child runes to create stronger versions, rarely.
The Rune of Space (Palkia) - Distance is little object to the holder of the Space Rune. Portals may be opened and closed at will, both through the physical realm, and through to the Aether. Thought to have been divided into two halves long ago.
The Rune of Time (Dialga) - A Rune that exists beyond the flow of normal time. It exists in the same state at all points in time. It's said to be borne by someone known only as the Watcher, a being who is not allowed to interfere with the course of history.
The Rune of Love (Mew) - Without love, it cannot be seen. The originator of Life (and Death), Mew is the mother of all the non-divine creatures that walk the earth. Thus, the rune's power is over the emotions that allow and compel that life to flourish and care for one another. This rune grants the bearer power over hearts, a truly dangerous ability. The bearer of the True Rune of Love could conquer the entire world with ease, yet the nature of the Rune would hold that those who would do so, would be unworthy of bearing it. Parent of Charm Runes and similar. Location unknown.
The Rune of the Land (Groudon) - Sometimes called the True Earth Rune, this rune allows control over the ground and the minerals that lay under it. Passively, it is responsible for earthquakes and other tectonic events, such as the formation of mountains.. The Kingdom of Nolgranda passes this rune down through its royal family. The current wielder is Esrand Filius Nolgranda, who has used the rune to unearth numerous precious minerals and metals from the rich mountains of Nolgranda without land-damaging strip mines. Parent of Earth Runes.
The Rune of the Waters (Kyogre) - Sometimes called the True Water Rune, this rune grants control over bodies of water and fish pokemon within. This rune controls the tides, whirlpools, and filters the oceans of pollutants churned into it by humanity, indirectly causing the creation of certain Poison-type Pokemon. Nolgranda also passes this rune down through its royal family. The current wielder is Amelia Dulcinea Nolgranda, who has used the rune to gather fish to the shores of the kingdom for harvesting, and to control the flow of the river Nolgir to aid foreign trade. Parent of Water Runes.
The Rune of the Heavens (Rayquaza) - Also known sometimes as the True Wind Rune, this rune controls the sky. Clouds, storms, winds of all sorts, and the creatures that fly above. This rune has been highly sought out by Nolgranda for centuries, as with the other two it forms a potent set. It's also representative of a dragon, and you know how Nolgranda is about dragons… Parent of Wind Runes.
The Rune of Balance (Kyurem) - A powerful rune that governs opposing forces that must co-exist. Apart, they become the Rune of Truth and the Rune of Ideals, governing those concepts alone.
The Rune of Creation (Regigigas) - It's said that whoeverso possesses this Rune can command the Golems known as Regis and move the very land into whatever shape they please. Of course, no one's done such a thing in recent years. Legend holds it that in the past, a chunk of western Ansillia was separated by a bearer of this Rune and pulled far away into solitude.
The Rune of Purity (Shaymin) - A Lesser True Rune representing absolute purity and clear purpose. Its powers are hotly debated, but among other things it is known to be able to 'purge corruption'. A group known as the Knights of the Gracidea (Gracideans, Gracidean Order, etc) has claimed ownership of this rune for the past century. Based in a few countries around Nolgranda, they formally hold no allegiance but to their own, their sworn mission being to 'root out corruption' in the populace, using international authority granted to them in various treaties. In practice, their methods and motives may be questionable… Perhaps somewhat ironically, after the current head of the Gracidean Knights inherited the Rune of Purity from his predecessor, he became bed-ridden with illness.
The Rune of Life (Xerneas) - The first creation of Love, Life helped create all that has the will to grow. Flora and Fauna flourish in the Rune's presence, and wild Pokemon obey the bearer's order without question. It is also said to be capable of healing and altering the body. Last spotted in Davadezi, seventy years prior. Parent of the Listening Rune (usually the type of fluff rune Channelers use).
The Rune of Death (Yveltal) - The powers of this mysterious rune are not well understood, due to humanity at large remaining on the living spectrum, but this rune is thought to be responsible for guiding souls to their final rest, or eventually rebirth, depending on what religious philosophy you hold. It is also responsible for the existence of those creatures known as Ghosts, and possesses an affinity with them. The bearer may learn to speak with the dead, and the rune is thought to have powerful spells as well. Location unknown.
The Rune of Passions (Victini) - A cursed Rune that feeds on the bearer's emotions. Passions not born of Love may be many things - Lust, inspiration, bloodthirst, or the pursuit of any number of ideals. The bearer may occasionally find themselves succumbing to the Rune's overbearing will - and past bearers have been said to gone berserk, clawing apart entire armies as something inhuman with ferocious rancor, either in pursuit of a goal or simply to sate their appetite for destruction. The bearer's rage is truly to be feared - at least until the Rune finally leaves them a drained husk. Location unknown. Parent of the Berserk rune.
The Rune of Fate (Latios, Latias) - Intertwined~
The Hero's Rune (Cobalion, Virizion, Terrakion, Keldeo) - Four smaller Runes that when united in purpose, become a True Rune. Historically, these were wielded by four great warriors that conquered all of ancient Ravarra by themselves: Yanielle the Undaunted (Cobalion), Orsinus the Unabashed (Virizion), Aisaime the Unbreakable (Terrakion), and Joelle the Untarnished (Keldeo), each passing down teachings related to their rune'a aspect. Yanielle taught courage in the face of adversity, to never let doubt trouble yourself; Orsinus taught to let one's heart free to do as it pleases and live to the fullest without regrets; Aisaime taught unyielding discipline - training from dawn til dusk and even within one's dreams, until martial perfection is achieved; and Joelle taught of honor and letting nothing stain one's reputation. These are their teachings, much simplified, that are passed down among Ravarrans today, some championing one set of teachings to the exclusion of others, some trying to maintain some semblance of balance. The Hero's Rune vanished with the four immortals some eighty years after the conquering of Ravarra and have been seen little since then.
Lord Kenshin Tsukino - The original master of the Tsukino family, and once Claire's husband-to-be. A likable bright-eyed young man with a head full of ideas and a heart full of dreams. Tragically died after battling with illness for several months.
Lady Claire Bellamy - Originally from a powerful noble family in Nolgranda, she is the master of Tsukinoshi and the current heiress to the Tsukino family. Though not belonging to the Tsukino family by birth, she has made it her mission to jealously guard everything that was left to her by Kenshin. She oversees the use and trade of resources in her lands, and guards her borders fiercely.
Danielle DeLeon - Also Nolgrandic of descent, she is a high-ranking member of the Knights of Gracidea; Order of First Bloom. Known for being adept in battle using only a variety of shield-type weaponry, she is fervent in her work and spends much of her time scouring the land of creatures of darkness that threaten the people. Her personality can be summed up by her sheer determination and stubbornness - and once she sets her mind on something she rarely ever gives up. Often followed around by a junior member, Order of the Late Bloom Julia Sanjo, who acts as a squire of sorts to her superior.
Kiyoshi - Katsuo and Akemi's father. A man skilled in the arts of spirit manipulation, a subset of ghost-type powers that he honed together with his ninjutsu. A respected and hard-working ninja who was even fearsome in direct combat, despite still preferring to take his enemy by surprise. Kenshin's father often sent Kiyoshi out on numerous missions. Some members of the Tsukino family that remember him could point out Katsuo's resemblance with a hint of fondness.
Mika - A foreign kunoichi who married into service of the Tsukino. A warm, caring person, she tended to touch the lives of all she met and possessed an incredible charisma. She was thinking of others to the point she made Katsuo a precious scarf that would keep him warm and concealed no matter how old he would get.
Shin Tsukino - Kenshin's uncle, and a somewhat bitter man constantly at odds with Claire. His displeasure with the foreign woman taking the family's reins is apparent, and he will often badger her about finding a husband so she can 'properly lead the house'. Even so, Shin is often intimidated by Claire's demeanor and will often relent in arguments that drag on too long. Insistent on Claire marrying his son, Shinji.
Shinji Tsukino - Shin's son, Kenshin's cousin, and for all intents and purposes Claire's brother in law. A much nicer person than his father, but still somewhat self-absorbed and obsessed with calligraphy and traditional paintings. Even if Claire were interested in him, unfortunately for his father, Shinji has no interest in women. Katsuo, on the other hand, has probably had an uncomfortable moment or two with Shinji staring.
Anya Tsukino - Kenshin's sister. A girl with an eternally world-weary expression on her face, she takes her ninjutsu studies rather seriously and defends Claire's position as the leader of the family. She rarely ever loses her cool, and has been known to reason with Claire even with the latter spitting fire. Just a few years under Akemi's age, she too seeks a husband, but also longs to travel abroad and explore the world.
Kawixia - A ninja sylph in the employ of the Tsukino family. She's sweet, but a bit too clumsy for her profession. Still, when she comes through, she comes through. She's also a shy one, and tends to act as Anya's handmaiden more often than not. She's always trying to bring Katsuo sweets to try and cheer him up. When her services aren't needed, she sometimes indulges in the sylph treat milkroot, a liquid substance that's hallucinogenic to her species, but bitter and borderline poisonous to humans. Sometimes, this ends up with her in more misadventures than she'd like…
Junichi - A male shinobi around Akemi's age and Katsuo's senior. An incredibly strict guy who always criticizes Kawixia and Katsuo's various faults where he seems them and is a stickler for punctuality. Responsible for some of Katsuo's training as well, though Akemi helped. Akemi and him seem to have been childhood friends of a sort, but grew apart as the years went by. He's always trying to impress Anya, as well.
Non-Humans
The so-called 'spoken' races of Ansillia are many and varied. Though humans are undoubtedly the most common, many more thrive in the corners of the realm, including:
Faerie-Touched: Human-like but with thin but beautiful features, the colloquially-called "elves" are a race given to a calmer temperament and a slightly longer life-span. Their origins are thought to be somewhere in the north, where faeries once mingled with humanfolk and others. Whatever the case, their affinity for Fairy types is higher than most other races. In larger numbers, they tend to live in isolated communes in forested areas. More than one of these are probably ninja villages too. You can find a scattering of them practically anywhere, though. Not that much different from humans all in all.
Sylphs - A diminutive, plant-like race with insectile wings. Sylphs tend to be curious, friendly, and mischievous - though counter to their actions, their speech style tends to come off as somewhat formal. Most sylph never refer to themselves in the first person - speaking in a whimsical style that others tend to find amusing or incredibly annoying. Sylphs mostly live in Davadezi and the surrounding countries. When they first came into contact with people - they were originally mistaken for Pokemon or monsters.
Dorak - A race of reptillians from far west of Rivarra, across the Camean Sea. They possess a slight bit of sexual dimorphism, with the males possessing large, colorful frills around their necks and brightly colored scales, with females bearing darker colors and serpentine ring patterns along their bodies. Most Dorak in Ansillia are merchants, laborers, sellswords, adventurers, or descendants of such, as they or their kin migrated east from their impoverished homeland to find opportunity. Whatever their trade, it's rare to find a Dorak who isn't eager to prove their worth to friends and allies.
Yono'wa - Native to the Nolgrandic Highlands, these bipeds resemble humans with coats of fur of differering lengths, curled horns atop their heads, and cloven feet. Their physical appearance varies widely among the race - some appearing to be towering goat creatures, others looking like humans wearing fake horns. In their native tongue, "Yono'wa" means "The Beast People", and they teach that their ancestors were a race of monsters uplifted to their current state by Knowledge, Willpower and Emotion. They have been in Nolgranda for longer than the kingdom itself, having peacefully integrated with them as they expanded into the region and founded their nation. Most now live within the kingdom's walls, but some yet still live in the untamed wilds of the mountains, or journey forth into the world to see it with their own eyes. Because of their circumstances, they both look down upon and pity Harpies (who are commonly found within the wilds of Nolgranda). Knowledge in their culture tends to be passed down via word of mouth, even in these civilized days, and a wise Yono'wa sage is considered a greater treasure of knowledge than an entire library.
The Sindar - A nomadic race of ancients. No known living Sindar exist today, but they have left their mark in the form of strange ruins blessed with wondrous technology, and guarded by fearsome creatures. It is theorized that they weren't human, but unfortunately little is known about their people despite the abundance of that they left behind.
Monsters
Many different types of creatures exist on Ansilia, from the spoken races, to Pokemon, and the strange beings in-between. This sections concerns the latter.
'Monsters' are a catch-all term for beastly creatures that display traits above and beyond the abilities of Pokemon, and usually can't be captured and domesticated - at least by the same means. Monsters might be naturally occurring creatures, Pokemon that were changed or altered somehow (either artificially or naturally) or even people who have been transformed by arcane magics or runes.
Examples of monsters:
Barghests: Hound Pokemon that have consumed enormous amounts of spiritflesh, becoming otherworldly creatures.
Harpy - Feathered creatures with half-human bodies. Vicious and territorial, not generally intelligent enough to be considered a 'people' race.
Zombies - The remains of men or mon brought back to life by dark magic.
Vampire - A person whose physiology has been altered into an unliving, bloodsucking terror.
Wyrm - So-called 'true dragons', these creatures are as enormous as they are rare, and with an intelligence to match.
Ursahoots - Half bear, half owl, all ferocious.
Chimera - Another combination of creatures much less comical in appearance than the Ursahoots, possessing triple heads.
Golems - Constructs of inorganic materials, they're imperfect reproductions of the Regis, but still quite dangerous.
Demons
Unlike 'monsters', these rare beasts are exclusively empowered Pokemon. Their origins differ, but their typical traits remain the same: Changed typing, powerful 'auras' (magical shrouds encompassing the area around them), and vicious temperaments paired with intelligence comparable to humans - and sometimes, the ability to speak. All of these things have earned them the moniker of 'demon', referring to their otherworldly strength and ferocity - regardless of their actual origins. Scholars in Carthas have tried to formally classify these creatures as // Formido Oppugnatura Exsequens//, or F.O.E., with varying degrees of success. Care must be taken when encountering a demon, and a telltale sign one is around is the sudden unease in the air - an unmistakable phenomenon that the learned refer to as Tension. .
Demons usually start combat with powerful magics active to protect themselves from capture, but these weaken as their own strength wain. Demons are tamable, and those who are able to curb their vicious nature may find more steadfast allies than they expected- though the process of Rune-binding such a creature does tend to bind the creature in a bit of a weaker state.
These extremely dangerous creatures often cause no end of trouble for travelers. Thankfully they tend to avoid larger settlements and cities, and often prefer ambushing smaller groups of travelers in the wilderness or within abandoned ruins. It is not uncommon for sellswords to be hired to take care of such creatures causing problems in a major throughway, whether they be professional mercenaries, ninja, or just adventurers looking for a bit of work. They are also often bearers of Runes, and their body parts are useful in all manner of alchemic and artisanal use - making them attractive targets for Rune Hunters, poachers, and others. However, the danger often outweighs the reward…
Base Trainer Level: 33
Pokemon Levels: 49
Initial: Level 5, 0 experience.
Chapter 1 - 16 trainer experience, 150 Pokemon Experience (free distribute)
Chapter 2- 2 trainer experience, 75 Pokemon Experience (free distribute)
Chapter 3 - No Experience Awarded. A well-deserved rest was taken.
Chapter 4 - +3 Trainer Experience, 110 Pokemon Experience (Battlers only)
Chapter 5 - +5 Trainer Experience, and +120 pokemon experience between who you used and up to one other.
Chapter 6 - 3 Trainer Experience and 80 Pokemon exp, free distribute.
Chapter 7 - 4 Trainer Experience, and 100 Pokemon Experience, free distribute. http://pastebin.com/Pa7jUDGB - Satchel items from Masaru.
Chapter 8 - 3 Trainer experience, 100 pokeexperience
Chapter 9 - 1 Trainer Level, experience delayed to Chapter 10
Chapter 10 - 5 Trainer Experience! 275 pokemon experience! No more than 80 to pokemon who didn't fight, free dist otherwise.
Chapter 14 - 4 Trainer experience, Pokemon EXP is 160. No more than 60 to any one pokemon who wasn't in the fight against Byron.
Chapter 15 - 3 Trainer Experience and 120 Pokemon experience, half goes to Pokemon you used.
Oh god all this stuff I missed
Groupsplit - Oops I forgot?
Geisha - 3 trainer exp, 200 poke exp
Alakazam - 6 trainer exp, 220 poke exp, no more than 80 to one.
Chapter 26 - 2 trainer exp, 100 pokexp
Chapter 27 - 1 trainer level and 200 pokeexp
Kain's Big Goof - 4 texp!
Chapter 28 - 4 trainer exp and 125 poke exp
Chapter 29 - 6 Trainer exp. 150 poke exp (max 80 to one), 3 Levels to distribute to any Pokemon (excluding Legendaries).
Chapter 34 - 1 Trainer Level and 500 exp (Max 100 to one, max 200 if under level 15)
Chapter 36 - 5 Trainer exp, 540 poke exp (free dist)
Chapter 38 - 5 trainer exp, 350 poke exp. (Free dist)
Chapter 41 - 3 trainer exp, 300 poke exp (free dist)
Chapter 42 - 1 trainer level and 400 poke exp (free dist)
Chapter 50 - 15 Trainer exp, 600 poke exp (free dist)
Chapter 53 - 3 Trainer exp, 450 poke exp (free dist)
Surveil - TWO LEVELS BITCHES - 1000 poke-exp, no more than 250 per mon.
Pirates - 5 trainer experience, and 550 pokemon experience
Harpies - 4 trainer exp and 600 p.exp free distro
THE EXP-ENING:
Post holidays: Trainer levels 30, Pokemon levels 43.
All Hands on Deck: +1 trainer level, +2 Pokemon levels!
Kawamura and The End of the Myriad Occulus: +2 Trainer Levels, +4 Pokemon Levels
The various miscellaneous stuff you guys get is stuffed here. Just confirm people are okay with you taking stuff, then remove it from this page when you do.
Pixie Rune - Weapon Rune (Staff). Extends the range of Weapon moves by 2 and weapon moves from this weapon can't be Reacted to.
Phero Rune - Grants the Trainer allies of the rune bearer the Defender feature. If they didn't already have the Defender feature, it can only target the rune bearer. If they already had the Defender feature, they gain +5 damage reduction when intercepting for the rune bearer.
Equilibrium Rune - The bearer may not become Tripped by any means.
Escape Talisman - Consumable Item: Use the move Teleport. You are considered to have the Transporter Ability for this use, and may apply both effects at once despite having only one use of Teleport.
Guardian Robe - A Light Armor that automatically casts the Earth Rune spell Clay Guardian on the wearer at the start of combat. (Kain notes Lekha expressed interest) Lekha grabbed it.
Fire Stone - A shiny red rock capable of inducing evolution in certain fire types.
Crystanthemums: Cuttings of beautiful flowers with brittle, glass-like petals. Not particularly noteworthy for medicinal properties, but they are sensitive to Aether Tears and look pretty.
Bloodmist Lily - An edgy red flower that only grows in darkness in soil caked in the blood of humans and monsters. Highly toxic, but prepared right, could have potent medicinal properties. An Apothecary Lab is needed to prepare this ingredient.
1x Magost berry
2x Qualot berry
Shards: 1 Violet, 1 Red, 1 Yellow + 5 Blue Shards, 4 Orange Shards, 6 Yellow Shards, 2 Red Shards, 3 Green Shards, 3 Violet Shards + 12 Violet, 15 Green, 8 Orange, 10 Yellow, 15 Blue + 8 Blue Shards, 5 Green Shards, 5 Violet Shards, and 3 Yellow Shards
Scrolls: Psyshock, Sludge Bomb, Brick Break, U-Turn, Charge Beam
LEGENDARY FIERY DANCE SCROLL (VHM, costs 2 tutor points, 1 vitamin slot)
A Fine Steel, two Enchanted Sapphires, a Swift Bandanna, and four crude clubs, which can be traded as firewood in Whitewhisper for a nice 200 potch each.
Enchanted Sapphires are Arcane Weapon upgrade items that give "On 16+ the target is Slowed" to Arcane Weapon Moves.
The Swift Bandanna is a Head Item slot that once per Scene, allows you to Disengage as a Swift Action. If you could already Disengage as a Swift Action, double the distance you Disengage instead.
Rototiller VM, Frustration Ball, Flower Bracelets, Dire Hit, Moon Stone, Energy Root x2, Koban Coin x2, Pink, Yellow, Black Apricorn, King's Rock, X-Attack