=SU= The Trial of Juno RP II - Before the Golden Dawn
THE DESIGN TEAM
No other than Dr Scott and myself. We both worked our tails off for this and are still actively seeking replacements, so we hope you enjoy it.
Before you close this thinking you need to read all 535 pages of Trial of Juno, STOP! You don’t. I promise. Also, it doesn’t matter if you didn’t take part in the first Trial of Juno RP. All the events of this RP take place long before any of those events. In fact… Juno doesn’t even appear in this. :P
With that in mind, the RP takes place in the Pokémon world of Kivistal, and uses the same Heaven and Hell-like realms of Utopia and the Abyss. Meanwhile, old-world Kivistal is used, now shown to be how it was many years before the events of the ToJ trilogy. Therefore, reading the fic isn’t necessary. But to people who have read the series, it might interest them to see what things were like in Kivistal before all those events happened.
Also, unlike the Trial of Juno series and RP, this RP features a more Medieval-like setting. Technology is highly reduced, and there are no guns or tanks.
THE STORY SO FAR
War. War never changes.
In the old times of Kivistal, King Julican the Clefable had united the Pokémon of Kivistal under one flag, and had gained the respect of millions of Pokémon as being a fair, noble, and honest leader. Julican make it his own creed to never lie, and come forward with the truth, honestly and practically. Meanwhile, he was also a very selfless ruler, barely enjoying the luxuries of his kingdom as most of his resources went out to better the kingdom of Kivistal, rather than recklessly spend it on his own lavish desires. The Pokémon citizens applauded his humble and modest nature, but then something tragic happened…
During a chariot ride through the countryside, Julican’s escort had crossed over the Alocline Bridge when it suddenly collapsed. The struggle had been frantic, and Julican and several of his escort knights had been killed in the accident. It wasn’t clear if the bridge had been sabotaged, but there was nothing to suggest it, and those who had investigated the incident found nothing that would imply it had been tampered with.
However, it was known that Julican the Clefable never announced an heir to the throne. Three possible princes had connections to Julican’s royal family had risen up, and had tried to claim their right to the throne. Prince Tyvel the Raichu had the backing of the southern noble families who strongly felt he should be the one to rule a united Kivistal. Meanwhile, Prince Kultan the Granbull, with the nothern areas of Kivistal backing his support, also felt entitled to take Julican’s place. Finally, Prince Samaril the Breloom had the eastern nobles backing his ascension to the throne. Efforts had been made to discuss the matter, with all three possible heirs and their nobles gathered to support their causes.
However, nothing was agreed upon, and the only thing it resulted in was the bitter declaration of war upon each other. It was clear… Kivistal’s unity had been broken, and it may be many years… if ever… that unity and peace could be restored. Some of the chaos had been extinguished with the rise of the three princes, but now, Kivistal had factions that had never warred before ready to slaughter each other to see that their choice of ruler made it to the throne. Meanwhile, each of the three princes was more than ready to handsomely reward those that fought for them once they became king. Nobles, warlords, and other supporters of the princes immediately prepared for what would become a brutal war.
Forever, it would be inked in the history books of Kivistal as “The Splinter War.”
Meanwhile, working behind the scenes were the forces of the Abyss. The demonic forces of the hellish underworld hungered for the entertainment of the slaughter that would soon stain Kivistal’s battlefields, not to mention the countless reaping of souls that would occur. To them, they needed even more reasons for the Pokémon to remain divided. Using subtlety and stealth, they injected themselves into Kivistal’s operations as the new Cult of the Night, a seemingly innocent following of dark Pokémon that praised the night and the moon as opposed to the day. The Abyss then injected their own underground pyramid scheme in Kivistal, with Darkrai as the top beneficiary. Those that followed him early were given dark power as well to help fuel the building of Night Cult temples and cathedrals. Meanwhile, the Abyss’s forces provoked those on all three sides to keep fighting, disguising themselves to be normal Pokémon while encouraging reasons to continue warfare.
However, Utopia’s forces soon caught notice of this, even though the Abyss had made a good effort of attempting to hide their operations, the Night Cult had grown rapidly, and the pyramid scheme had been more of a success than they thought it would be. Something had leaked, and as a result, Utopia had caught on, but managed to keep it low and not alert any of the living Pokémon of Kivistal that the Abyss had arrived. As the Abyss wanted to keep their true form and intentions a secret to the unknowing Pokémon of Kivistal supporting the Night Cult, the Utopia forces also needed to tread lightly, and not spread mass hysteria. To them, finding support to combat the Abyss would need to be very selected, and only those they could depend on…
Among the chaos of the Splinter War, they had their own battles ahead…
The Kingdom of Caltan (Southern Kivistal) – Ruled by Prince Tyvel the Raichu, Caltan consists of Emerald Spear, The Azure Islands, Indigo Tropics, and the southern half of The Sapphire Front. Clatan is largely known for its naval warfare, but they are greatly experienced in land warfare as well. Meanwhile, Caltan is very tropical, has many fishing towns and seaports, and enjoys warmer climates. Citizens here are either noble, or are mostly lower class. However, Caltan’s citizens are mainly comfortable and happy, even though they may only have a few monetary resources. Tyvel compensates for this as he ensures them their protection from foreign and domestic threats.
Caltan’s specialties: Fishing, boating, shipbuilding, medicine
Caltan’s emblem: Three yellow stars in a triangular formation, usually against a blue background
Prince Tyvel the Raichu – Followers of Tyvel respect his lively and jovial nature, and they believe that he would be the ideal replacement for Julican since the two were very similar in personality. Tyvel is also known for being a fighter for love and peace, and is accredited with having stopped the Black Corps syndicate that had pirated Caltan for many years before their leaders were either caught or killed, and the entire organization fell apart.
Out of the three princes, Tyvel is the youngest, but his followers agree that his youthful energy and ideas can save the kingdom, but only if he makes it to the throne. Meanwhile, he is married to Princess Lavira, his Raichu mate, and they have two children, a female Pikachu named Rashelle, and a male Pichu named Buvil.
Caltan’s Goals – Besides making Tyvel the King of Kivistal and ensuring peace for the lands, Caltan stresses that security is a high priority, and that the bandits and thieves that Julican overlooked will need to be arrested and brought to justice. Meanwhile, Tyvel knows the importance of curing the sick and stopping disease before it spreads. Under Tyvel’s rule, law enforcement and the research of medicine are the most crucial elements.
Varek the Dragonite – Loyal to Tyvel, but stern with his troops. Hates gossip and rumors as well. Makes sure his soldiers fall into line and don’t pull shenanigans.
Barakas the Zangoose – Caltan’s main commander of stealth operations. Highly expecting of his troops, he makes sure they’ll drilled down deep in training before attempting real combat missions.
Sarina the Lopunny – Swift, fearless, and confident. Very optimistic, and tries to find ways to make losses an opportunity in disguise. Great at improvising as well.
Caltan’s Military Ranks (In decreasing order) – Commander, Subcommander, Major, Captain, Lieutenant, Ensign, Plebe.
Note that all RPers start off at the lowest rank.
Caltan’s Preferred Aerial Mount: Pidgeot
The Kingdom of Traveck (Northern Kivistal) – Ruled by Prince Kultan the Granbull, Traveck consists of the Brownstone Islands, Twinriver, and the northern half of The Sapphire Front. Traveck happens to be “holier” ground than the other two separated areas, relying on faith to keep peace alive, with a distinct following of the light. Meanwhile, Traveck highly specializes in mining and metalworking, able to produce more weapons than the other two nations. Traveck’s citizens are mostly middle class, with fewer nobles.
Traveck’s emblem: A red dragon clasping an axe in its talons, usually against a red background
Prince Kultan the Granbul – Followers of Traveck admire Kultan for his strength and perseverance, as well as his military campaign’s strategy. While not nearly as jovial as Julican was, those that fight for Kultan still believe the prince’s intelligence and understanding is far superior to the other two princes competing for the throne. Meanwhile, the fact that Traveck has the strongest economy is another point that his supporters use to justify his ascension. Traveck rules with an iron fist, and does not tolerate delinquency and reckless incompetence.
Currently, Kultan is married to Princess Reshel, a female Ursaring. Meanwhile, they have one daughter named Caco, a Teddiursa. Kultan and Reshel are extremely protective of their family, and would attack relentlessly against anyone that tried to strike at them.
Traveck’s Goals – Besides Kultan’s ascension, followers of Traveck seek to improve Kivistal’s economies and improve conditions for the lower classes. Meanwhile, using a campaign of strength, Kultan seeks to make Kivistal more military prepared to fight all invaders, foreign and domestic.
Traveck’s Commanders (Called “Masters”)
Alcraz the Floatzel – Adamant and loyal to the cause, Alcraz takes Traveck’s mission of strength to heart. However, he hates incompetent Pokémon, and has very little patience.
Hylakan the Scizor – Getting straight to the point, Hylakan takes operations, missions, and orders extremely seriously. Absolutely hates liars and cheaters, as well as those who are lazy and unprepared.
Pravril the Typhlosion – Cool and collective, Pravril is still a very tough nut to crack, but unlike the other commanders, he knows soldiers are Pokémon with guts and feelings, not tools.
Travek’s Military Ranks (In decreasing order) – Master, Master Subordinate, Commodore, Emissary, Captain, Sub-Captain, Cadet
Note that all RPers start off at the lowest rank.
Travek’s Preferred Aerial Mount: Staraptor
The Kingdom of Anark (Eastern Kivistal) – Ruled by Samaril the Breloom, Anark consists of Shale Ridge, Crescent Moon, and Eastrock. Anark focuses on more “natural” defenses, using skilled ranger and survivalist Pokémon for the nation’s protection. Because of this, Anark’s defenders are outstanding trackers, survivalists, cultivators, herbalists, and chemists. Meanwhile, they are strong lovers of nature and maintain an almost druid-like society. In the meantime, Anark is the most highly populated area. Anark military forces are often underestimated, as they use tactics of stealth, ambushes, and secrecy as opposed to attacking outright.
Anark’s specialties: Cultivation, herbalism, chemistry, tracking, and navigation
Anark’s emblem: A gold maple leaf against a green background.
Prince Samaril the Breloom – Samaril would in all honestly love a world without war, but he knows that not everyone thinks like he does, and he is well aware of the fact he must be prepared for it. Meanwhile, Samaril is greatly focused on trying to avoid being wasteful, and trying to use every resource as much as it can be used, wasting as little as possible. Because of Anark’s navigational forte, they may not have the strongest military, but they never need to worry about supplies, and can therefore move much faster.
Currently, Samaril is married to a female Breloom named Farcelle, and they have an older son named Kivikel, also a Breloom, and younger daughter named Masrel, a Shroomish. Out of the three princes, Samaril is admired the most for his close connection to his family, and is regarded as a fatherly figure.
Anark’s Goals – While every Anark citizen wants to see Samaril came the throne, they also want the other Pokémon of Kivistal to adopt the same policies they do, wanting little and wasting little. Meanwhile, Anark is very conservative and believes sticking to what works for their nation should be done for the entire world.
Anark’s Commanders (Called “Generals”)
Nexcyle the Flygon – Brilliant and strategic, Nexcyle is arguably the best General Anark has, very knowledgeable of Kivistal, and always prepared for anything. Usually has the best way of dealing with surprises.
Sren the Lucario – Like a sensei, Cren knows most of the war is fought even before the first clash against the enemy. A strong believer in being prepared, both mentally and physically. Has more patience that most commanders.
Tylantis the Alakazam – Very often seen alongside Sren, Tylantis is another General that is quick to calculate, size up the enemy, and prepare his orders accordingly. A master of military intel.
Anark’s Military Ranks (In decreasing order) – General, Paladin, Junior Paladin, Guardian, Phalanx, Officer, Trainee
Re: =SU= The Trial of Juno RP II - Before the Golden Dawn
Notes: These types aren’t a Bible that needs to be followed exactly, only a way to focus your character’s abilities and make sure we don’t have Jacks of all Trades. Weapon allowances only come into play if the Pokémon has the hands to wield weapons. Otherwise they simply rely on physical features.
SPECIAL NOTE – While some aspects of Pokémon stats are considered, the following new rules are universal throughout the RP.
Instead of gaining speed, Pokémon LOSE speed as they evolve more. They also lose evasiveness, but they have greater attack and defenses. The larger a Pokémon is, the slower it is. However, size still matters, and heavier, larger Pokémon have more physical strength and endurance.
Meanwhile, smaller, unevolved Pokémon are much more agile, and their evasiveness is much higher.
This is made to ensure a more reasonable and realistic battle approach. A tiny 1’ Pichu should NOT be as easy to hit as a Snorlax. While the games don’t put this into mind, this RP does.
Strength Characters: The backbone of any army, those warriors that choose to focus on the physical aspects of combat are usually the first to battle and the first to rack up a kill count.
When it comes to the RP, these characters are the hardest to kill and they do the most damage up close. They can wear any kind of armor, and can also use any kind of melee weapon (or possibly hand-to-hand), though they can only focus on three or four different weapon types at once (2 of which they would be masters, 1-2 others competent with, and everything else they’d be able to use enough to save their lives against the lesser-trained). When it comes to Pokémon powers, they focus on those that can be used up close, like Slash. Powers like Flamethrower are usually used to throw off opponents at close range, letting them strike the killing strike.
Usual Pokémon Types: Fighting, Rock, Ground, Normal, Steel & other large Pokémon
Pokémon under this category have their Attack and Defense greatly increased, while their Speed and Special Defense is greatly decreased.
Tank– Whereas Strength Characters have a high defense, Tanks take this attribute and focus intently on it. They are usually used to suck up damage while others, like Intelligence Characters and Beserker types do the real damage. This type usually wears the heaviest type of armor that only they are able to wear and use large weapons like mauls or huge war axes that make use of the type’s heavy power and aren’t too adversely affected by the slower speed which the type moves. Incredibly hard to kill, though they make a bigger target and generally don’t do as much damage as other classes.
Weapon Allowances: Two-handed swords, two-handed axes, two-handed mauls, or spears.
Beserker– The exact opposite of a Tank, Beserkers excel at doing damage fast, able to kill opponents before they are even prepared. They usually don’t wear as heavy armor, allowing for the fastest speed and most movement, going well with their guerilla warfare mentality of quickly attacking and finishing opponents, retreating a bit, and then attacking again. Faster weapon types like small or long swords, one handed axes and the like are the norm. The easiest of the Strength heroes to kill, though still harder than the other two classes.
Weapon Allowances: Any one-handed weapons, such as broadswords, hand axes, warhammers.
Tactical– A mix of the other two, tactical Strength characters focus on strategy and brains to take down their enemies as much as the metal they wield. These warriors wear armor a step below Tanks, and move slower than a pure Strength user would, preferring the added protection. Making up for their speed, these fighters know exactly where to hit and how hard. They are adept at a variety of combat styles, switching between them without a moment’s beat. Unlike the others they normally use the unconventional spears and halberds, preferring to keep enemies at arm’s length, but can be proficient at anything. Pretty hard to kill, less than the Tank but much more than the Beserker.
Weapon Allowances: Spears, halbreds, polearms
Agility Characters: Agility characters are usually the overlooked class. Not particularly strong and unable to do the raw damage that the other two classes can, they focus on clever strategies. While they will never be able to run into the middle of a battle, what they do in the shadows can shift a war from one side to another.
When it comes to the RP, these characters tend to be the lesser known support stars. Ninjas, spies, assassins, archers, and subtle fighters all fall into this category. Unable to wear heavy armors, they are forced to wear only leather armor and cloth, whatever lets them keep their speed and allows them to sneak around. They usually only focus on up to two weapons (being a master with one and competent with one other, but they would only barely be able to use other weapon types), and these weapons are usually lesser used like bows, nun chucks, etc. in the hopes to catch their opponents off guard. Pokémon powers wise they focus on those that strengthen themselves, like Agility and Double Team, though they can use offensive powers in conjecture or tactical ways to take down enemies.
Usual Pokémon Types: Poison, normal, ghost, dark, grass, bug, flying & small, fast Pokémon
Pokémon under this category have their Attack and Speed greatly increased, while their Defense and Special Defense is greatly decreased.
Archers– Quick, archers have great senses and are able to move around with little problems. They excel at striking from far away like an Intelligence Hero, and are even able to use Pokémon powers to a small degree, especially in conjecture with their arrows, bolts, etc. In fact, it is said that some Pokémon are such talented archers they are able to use their powers to create arrows based on their powers and their teammates, such as poison arrows, fire arrows, cold arrows, etc (note: only RPers and higher-up NPCs can combine their power or use nearby teammates powers with their arrows). A small team of archers can be deadly when working together if talented enough. Archers MUST be a master with some kind of long distance weapon, like bows or crossbows, and are able to wear studded leather armor. Decently hard to kill, though they have little defenses when caught in a melee fight.
Weapon Allowances: Bows, crossbows. Pokémon that can’t equip either have their normal distance attacks strengthened.
Assassins– The assassin subset, which includes ninjas, are able to strike out of the shadows to do great damage from behind. They are able to move around quietly, pick locks, spy on the enemy, sense traps, and even pick pockets. Whether it’s sneaking in and taking plans or coming out of the shadows for deadly back attacks, this subset is great at disrupting enemy forces and excel at knowing exactly how to kill someone. If caught in the act of sneaking they have decent melee skills, and are able to hold their own for a limited time. This subset is best to master either weapons used for easily concealable weapons like daggers or ninja weapons like throwing stars. Keep in mind, though, that the weapon mastered is primarily used to kill, as the user is best at finding ‘kill spots’ with their chosen weapon. May use nothing better than leather armor, though they can wear less (which will help with sneaking). This class is semi-easy to kill if caught, and their best chance would be to run to kill another day.
Weapon Allowances: Knives, daggers, shuriken. Pokémon that can’t equip weapons have their normal melee attacks strengthened.
Trickster– Perhaps the strangest of the Agility class, this type is also the most powerful. Able to withstand small periods in direct warfare, they are best moving in and out of battle instead of right in the middle. Using Pokémon skills in conjunction with attacks they are able to maximize damage and speed while delivering deadly strikes. Not as combat savvy or able to do the large amounts of damage up close like the Beserker, they are better at using their Pokémon attacks in unpredictable ways to help their battle, putting them at the same level with offensive Pokémon attacks as Archers. They can wear the lowest strength chain mail and studded leather. When it comes to sturdiness they are slightly above archers, but still have a hard time if assailed by attacks, and are best at hit-and-run attacks.
Weapon Allowances: None. Pokémon in this set are instead very well trained in unarmed combat, and know sophisticated martial arts moves.
Intelligence Characters: These characters are the weakest and easiest to be killed, but are also the most able to do raw damage. They work best when they are able to do their damage from afar, with others protecting them.
RP wise they wear only clothe (normal clothes, robes, whatever), they also are only competent with one weapon (usually staves, since natural wood is easiest to work with their powers). Pokémon powers wise they are masters with offensive attacks, allowing them to do high damage with moves like Hydro Pump.
Usual Pokémon Types: Fire, water, grass, psychic, ice, electric, and those Pokémon with a large variety of Pokémon attack moves
Pokémon under this category have their Special Attack and Special Defense greatly increased, while their Attack and Defense is greatly decreased.
Sorcerer– Doing the most damage out of every single other type, this subset is all about killing from afar. Their Pokémon powers are able to lay waste to opponents, and particularly powerful Sorcerers (read: RPers) can change the outlook of a battle by joining in, which makes them one of the first targeted (alongside protectors and leaders). Extremely easy to kill, their only defense is a great offense, and they can wear only cloth.
Weapon Allowances: dagger, staff
Protector– Protectors focus on defensive attacks, healing attacks, and others that generally help out the army as a whole. While they are able to use offensive spells, they are only on par with archers and tricksters. Still, no army is complete without a handful of these, and a Tank with a particularly strong Protector (like an RPer ;x) would make an incredibly hard to kill duo. Though they must wear clothe like a sorcerer their specialty makes them harder to kill because of self-buffs (which could include wood armor if a grass type, etc.), and are the hardest to kill of Intelligence characters, barely beating out War Mages.
Weapon Allowances: dagger, staff
War Mage – A perfect marriage of attack skills and martial ability, this type is able to mix it up while doing damage with powers. They are a step below Strength heroes and Sorcerers when it comes to doing damage melee or Pokémon powers wise, but using the two together they can be just as deadly. Able to use leather armor, they are also the only type of INT character to be able to master in a weapon. Their tactics are usually purely offensive, going from striking with a weapon up close to using Pokémon powers to do damage. Unlike the Tricksters, however, they usually do direct damage instead of using their powers in other more clever ways. Still, they are decently easy to kill, so users should watch out while in battle.
Re: =SU= The Trial of Juno RP II - Before the Golden Dawn
THE BLOODLINE CIRCLES
The Bloodline Circles are special traits that were passed down from parents to their children, tracing back from the ancient times of Kivistal. However, members of the Bloodline Circles are extremely rare now. The traits are very difficult to pass on, and as time passes, the number of members of the Circles continues to shrink even more so. In this RP, only RPer characters will have these powers, not NPCs.
The Circle that your character belongs to is decided completely randomly. Because your character has no choice in the matter, your character works with what they’ve got as best as they can, rather than all-too-easily picking what would be best for them. When you make your sign up reservation, this will be rolled for your using a random number generator. Also, you’re entitled to one reroll, but only if you really don’t like the first roll and can reasonably explain why. Also, some Bloodline Circles have three Sub-Circles, which is determined by a second roll. Members of these three Sub-Circles generally refer to each other as “cousins,” as the three branching off traits all have a similarity.
Also, these powers CAN be used in the Abyss and Utopia.
(1) The Celestial Elect Circle – Members of the Celestial Elect Circle are extremely rare in number. They are gifted with the ability to revive the dead, as well as travel to Utopia and the Abyss without dying.
If you’re one of the lucky few to get a one (1) on the heritage roll, you can revive dead RPers, as well as travel to and from Utopia and the Abyss without dying and without complication. To revive a dead RPer, you must find their dead body, and lay the Celestial Insignia on it (your character will already know how to do this). After that, they need to find that Pokémon’s soul in the afterlife, and only once that happens can they return to life. Once revived, the reborn character appears exactly where they died previously.
Traveling to and from Utopia and the Abyss can be done at any time. Also, the members of this Circle are resistant to the pains of the Abyss and the pleasures of the afterlife.
(2-3) The Dimensional Seers Circle – Taken from Pokémon Mystery Dungeon 2, those whose bloodline traces itself to the Dimensional Seers Circle have the ability of the Dimensional Scream, the ability of clairvoyance using the sense of touch. Once the Seer touches an object having some role or importance, the Seer then experiences a vision of the past, something that is occurring now, or they foresee a possible vision of the future (doesn’t mean it can’t be changed though). Also, the vision is not limited to Kivistal only. The visions can reveal sights of the Abyss and Utopia, as long as the object touched is connected to those realms.
If you’ve played through Pokémon Mystery Dungeon 2’s storyline, this is pretty much exactly like the ability in the games.
Dimensional Screams are triggered by touching a physical object. At will, the Seer can use the object to experience a vision, but the vision must have some relation to the object touched (the vision could be regarding the object’s owner, someone who touched it previously, the place where the object came from, etc.).
Once an object is touched and a vision is experienced, the object can not be used again to experience a second vision until something else happens to that object after its been used for a Dimensional Scream vision.
Visions are often quite brief, and really shouldn’t be longer than a single post.
(4-5) The Ascendants Circle – Those of the Ascendants Bloodline Circles are Pokémon capable of manipulating the use of their own soul, able to change their appearance, walk outside of their own body in a dream-like state, as well as use the power of their own soul to make it as if something completely ceased existing. Out of all the Bloodline Circles, these Pokémon are believed to have achieved a higher state of life, but no one is truly sure how these powers exactly came out.
(1-3) The Dream Walkers Sub Circle – The Dream Walkers Circle includes Pokémon that are able to release their soul from their mortal shell without death. While this happens, the Pokémon is still fully conscious and is completely aware of what they’re doing. Also, the soul is capable of floating, going underground, and passing through walls. However, the soul can not interact with the physical world. However, the soul can still see and hear things, but those are the only two senses that can be used.
The Dream Walker has the ability to also enter the dreams of other Pokémon while they are sleeping. While in these dreams, the dreamer is still in control of their own dreams, but the Dream Walker can view them and remember the details.
While moving as a soul, the Dream Walker’s body going into a deep sleep, barely alive in a near-death state. The soul can migrate as far as two miles away from the body, but the body is still vulnerable.
If the body is killed while the Dream Walker’s soul is out and moving, it is considered death, and the soul is immediately sent to the afterlife.
(4-6) The Shadow Maskers Sub Circle – Even though Pokémon of the Shadow Masker Bloodline Circle use a dark and eerie power, they aren’t necessarily evil. However, the power is incredibly potent, and can be used for defensive and offensive purposes. Shadow Maskers can come into physical contact with a person, place, or thing, and for as long as the Shadow Masker likes, can temporarily erase all memory of that object. Those that know about the object suddenly forget it exists, and those that have yet to come across it are warded away, repulsed by the object’s presence and can often mistake the object for something completely different. Only those chosen by the Shadow Masker can know of the object’s existence.
Up to a maximum of five people, places (a place no greater than 1000 cubic feet), or things can be “shadowed.” Once the limit is reached, the shadow mask must be removed from old objects to be placed on new ones. Removing a shadow mask does not require physical contact, but putting a shadow mask on a new object does.
If “unprivileged” characters come across the shadowed object, they generally want to get away from it, and their minds can not remember anything about it even if they have witnessed that object do/perform something.
(7-9) The Visionaries Sub Circle – The Visionaries are Pokémon that have the unique ability of becoming something completely different, based on their imagination. Whether it is becoming a different Pokémon, achieving some astral form, becoming some fantastical mythical beast, or something of this nature, only these Pokémon are capable of it.
RULE: If you get this Bloodline Circle, include five forms in your sign up. These are the five forms you will be using throughout the RP, and yes, no changing forms mid-way. Make sure they’re what you really want. Also, make them all unique, but don’t make them too drastically powerful. I will be checking these to make sure they’re okay.
The transformation lasts as long as five posts. The transformation can be ended early, but the cooldown time is still five posts long.
(6-7) The Revealers Circle – Those of the Revealers are blessed with extraordinary eyesight, capable of seeing and revealing things no other Pokémon can view. Besides having extraordinary eagle-eye vision and being able to see miles away, many other traits and abilities come from this eyesight.
The Revealer can see Pokémon auras, which instantly reveal their alignment. Auras of good appear as white and silver, auras of neutrality appear as brown and tan, while auras of evil appear as red and black. Also, Revealers are the only Pokémon that can see past the undercover disguises agents of the Abyss and Utopia use.
Revealers can see through smoke, fire, and fog, and are NEVER affected by accuracy-reducing moves (Sand-Attack, Smokescreen, etc.).
Revealers also have ultravision (being able to see clearly and perfectly in the dark), as well as being able to see varying degrees of warmth (like thermal vision).
(8-9) The Summoners Circle – Those of the Summoners Circle are Pokémon gifted with the ability to call upon the power of others to aid them in times of need or danger. Like the Ascendants Circle, the Summoner Circle is separated into three sub circles.
(1-3) The Legendary Summoners Sub Circle – Pokémon in this sub circle are able to call upon the powers of legendary Pokémon for a single turn. The Legendary Pokémon you summon depend on what faction you belong to.
Once the summoned legendary performs the task, they vanish. Also, the summoner must wait 5 posts before using the ability again.
(4-6) The Blood Summoners Sub Circle – Taken from Trial of Juno, Blood Summoners, unlike their Legendary Summoner cousins, summon creatures out of pure imagination and creation. Summoned creatures can be giant (10’-25’) but slow, medium sized (5’-10’) and well rounded, or small (4’ and under) and agile. Things like elementals, golems, demons, phoenixes, and the like are perfectly fair game, but nothing too insane, please (Don’t summon Gundams, highly technological machines, and the like. We’re talking mostly fantasy monsters and creatures here. Dungeons and Dragons kind of stuff.). Note that summoned creatures are much easier to defeat than the real thing. Also, only one creature can be summoned per turn, up to a maximum of two out at one time. They may only follow the summoner for a limited time (5 posts), after which they vanish.
Unlike Trial of Juno, however, the Blood Summoner trait is NOT passed down with the shedding of blood. Like all the other Circles, only those with this bloodline have the ability.
(7-9) The Necromancers Sub Circle – Summoners of ghosts and the undead, the Necromancers rely on the darkest of forces, but can use them to serve goals of good. Necromancers may deal with dark abilities, but aren’t necessarily evil. These summoners can call forward one of the following, and may only have one of the following out at one time:
A skeletal or ghostly squad of ten units, consisting of any combination of ten skeletons of fallen Pokémon (armed with whatever moves they had while they were living) or ten Ghost Pokémon can be summoned to fight for the summoner. They last 5 posts or until they are defeated.
The Bone Colossus. A giant made of bone, standing 20’ tall, that uses bone attacks, as well as Ghost-type moves. Lasts 5 posts or until defeated.
Temporary RPer soul rebirth. Necromancers can temporarily revive a fallen RPer to fight for them before returning to the world of the dead. Those who perform this feat of teamwork are greatly rewarded. The fallen RPer comes back in the shining golden form of any Legendary Pokémon of their choosing, and they are completely, yes, completely IMMORTAL, and can use ANY ATTACK that exists. However, the catch is they only last five posts long, after which they disappear and must return back to the afterlife. Note that this action can only happen once for each time an RPer’s character is dead and in the afterlife.
(10-11) The Windrunners Circle – Those who belong to the Windrunners Circle can display exceedingly amazing physical ability. Highly seasoned in combat, making very capable warriors, the Followers are very evasive and are very talented in movement and maneuverability.
Followers get something very similar to “Bullet Time” from the Matrix, the ability to slow down all attacks for them while they move normally. To those watching this ability, the Follower will appear to be moving incredibly fast, able to dodge projectiles and attacks.
Because of the massive speed increase, Followers can run faster, which enables them to run along walls, as well as jump as high as a hundred feet straight up. They also do not tire very easily, and have enormous amounts of stamina and endurance.
From these abilities, they can also move silently and can strike quickly, giving them very superior ninja-like tactics and capabilities.
(12-13) The Artisans Circle – The Artisans Circle is the bloodline of those with an amazing handicraft and ability passed down from generations.
(1-3) The Alchemists Subcircle – Alchemists are known for their ability to transmute one substance into another, such as turning iron into gold, and stones into gems. They are also greatly appreciated by those of the Dragonkin Circle, who need these hard-to-obtain materials for their transformations. Abilities and powers in this Subcircle are very similar to those in Fullmetal Alchemist.
Alchemy in this RP follows the same principles as those in Fullmetal Alchemist. The first principle of Equivalent Trade declares that you can only produce something with the exact amount of materials used. For example, you can’t make a hundred gold bars with only a few grains of sand. Also, nothing can be alchemized into something living.
You can perform a transmute once every post, as long as it is kept small. Transmutes of large quantities take one post per ton of materials. For example, to change two tons of wood into two tons of steel, you would need two posts.
(4-6) The Animators Subcircle – Those from the Animators Subcircle are very similar to summoners, but differ in multiple ways of the fact that they give life and conscience to normally inanimate objects. For example, an Animator can give life to a statue, or they can give life to something in a painting.
The Animator can give life and motion to anything in solid form, and isn’t larger than two tons. Also, anything that is given life to by the Animator loyally serves the animator until death/destruction, or after five posts. At the end of five posts, the animated object simply returns to its inanimate, non-sentient state. Even objects such as rocks, knives, pots, and other such items can be used.
Animators are extremely good at drawing and painting, able to create photorealistic images in only a few seconds. Because of this, as long as they have the paint and a surface to work on, they can quickly draw up anything, and give it life to serve them. They can also do the same with sculpting and carving, as long as they have the materials to do it with.
Animators can give life and motion to plants, who then uproot to serve their master. The dead can also be animated as zombies, but they have no recollection or memory, and live only to serve their master. They too, only last for five posts before collapsing.
(7-9) The Acoustic Masters Subcircle – Those from the Acoustic Subcircle are blessed with the ability to recreate sound and audio without the use of anything. Able to create music without a single instrument, mimic voices, and create illusions with sound, their uncanny ability often goes overlooked.
The Acoustic Master can recreate ANY sound they choose. For example, they can imitate a crash of thunder, screaming, rushing water, and any other sound effect using nothing. Highly useful in fooling others into thinking the thing that caused that sound is really there.
Acoustic Masters can also recreate voices (once they’ve heard them), and make them say anything the Acoustic Master wants. As an added bonus, Acoustic Masters also get ventriloquist ability, able to project their sound or voice and make it seem like its coming from somewhere else.
While Acoustic Masters can create sounds, they can not affect sounds that weren’t created by them. For example, an Acoustic Master can’t lower the volume of two Pokémon speaking to each other, but he/she can drown out the conversation using the sound of rushing water or raging fire.
An Acoustic Master can use a loud whine or loud scream as a weapon, and while it doesn’t bother the Acoustic Master, it will affect everyone else, enemy and ally.
Re: =SU= The Trial of Juno RP II - Before the Golden Dawn
DEATH AND DYING
It is possible for your character to be killed in this RP, and it is possible for your character to kill other RPer characters AS LONG AS ITS DONE FAIRLY AND REALISTICALLY. However, don’t be too ashamed about letting your character die in this RP. The afterlife realms of Utopia and Abyss offer many possibilities that could actually make dying a step in the right direction.
The Abyss – As you’ve probably guessed it, the Abyss is like Hell for Pokémon.
Any Pokémon with an evil alignment, and/or has done more acts of evil as opposed to good are sent to the Abyss. You can start in any location in the Abyss, it doesn’t really matter. Also, unlike the first Trial of Juno RP, the only way you can enter the Abyss and still be alive is if you’re a part of the Celestial Elect Circle.
The Abyss is a treasure trove of dark artifacts, jagged and infernal weapons and armor, as well as many demonic relics that can be acquired and taken back to the living realm, provided the Pokémon with them make it all the way back. Soul-wounding weapons CAN be acquired, but please don’t use them on RPer characters. That’s just… heartless. Also, some kind of quest/trial should be undertaken to find these weapons. Don’t find them too quickly or too easily, or else it will be assumed the power in those relics is only very minor. Power=effort.
Escaping the Abyss and going back to Kivistal is harder though. In order to escape from the Abyss (a difficult feat very few Pokémon know about and have been able to accomplish), you must travel to the Temple of Sunken Souls in the Western Deathlands. Here, you will need to undergo the Resilience Trials, which are extremely hard, extremely painful, and extremely horrific. And yes, the Resilience Trials are different for every Pokémon, since these trials base themselves off of the nightmares and fears of each and every Pokémon that walk through their halls.
Utopia – As you likely know already, Utopia is the Heaven for Pokémon.
Any Pokémon that has a good alignment and/or has done more actions of good go to Utopia. While Pokémon who get sent to Utopia have a much easier time leaving, they can only stay in Utopia for a limited amount of time. After 15 posts, the Pokémon succumbs to the peaceful and pleasing pleasures of Utopia, and essentially abandons their mission. After that, its up to another RPer to find the entranced character and urge them to get back to the fight. Once this is done, the timer resets. Also, if your character is part of the Celestial Elect Bloodline Circle, the 15 post rule doesn’t apply. They can stay as long as they like without problem.
As the contrast to the Abyss, Utopia also houses many weapons, armor, and relics of light. Again, like before, acquiring these weapons and relics should take time and effort. There really is no requirement, but the effort should be there.
Escaping from Utopia only requires one to go to the Well of Harmony in the Fields of Paradise. The challenge in Utopia is to get out before your character abandons the mission to relax in eternity. Meanwhile, the Well of Harmony is meant for souls in Utopia that want to return back to their homeworld, in the event that they left something direly important unfinished in the past life.
No excessive god-modding or bunnying without permission. If I see too much of this, I will be forced to remove you from the RP.
Posts should be at least two paragraphs long, with good detail and description. Also, proper spelling and grammar are a must. If I see too many lazy and rushed posts with errors all over them, that too, will be cause for removal from the RP.
You character’s name, faction, and location should be at the top of every post. This is essential in helping people determine who is on their side and where they are, especially if you have multiple characters being referenced in the same post.
Keep OOC chat to a minimum in the RP. If you need to discuss something, just use the discussion thread. That’s the best place to work out conflicts and ask questions.
You can have up to three characters. Also, if you intend on having multiple characters, please RP all of them. Don’t use them to try and get the exact abilities that you want on the Bloodline Circle. That really defeats the whole purpose of it…
In character swearing is actually allowed. But don’t swear at people outside of the RP. Please treat this gingerly, I don’t want it to get out of control.
PRE-SIGN UP RESERVATION
Note that in this RP, you need to have a reserve and a pre sign up before an actual sign up. Once I see this pre-sign up is ready, I will roll the dice to see what your Bloodline Circle is, as well as your character’s specific class. All you need to do is make the pre-sign up reservation, then wait for me to roll your abilities and class, and once that’s done, you may proceed to the actual Sign Up itself.
Name: Just your character’s name for now. Note that most Pokémon in Kivistal don’t have human-like names. Faction Planned: The faction you intend your character being on. Have a backup choice in case the sides are uneven and the need to balance out the sides arises.
I will respond with the following:
Name: The name of your character. Faction Planned: Confirming your character’s faction. If sides are drastically uneven, I may be using your second choice. Bloodline Circle: Your character’s Bloodline Circle will be here. For example, you may get “Dimensional Seer Circle” or “Summoner Circle: Blood Summoner.” As said before, if you’re seriously unhappy with what you got, please explain why, and if I find your reasoning valid enough, I’ll let a reroll go. But you will only get one, and that’s it. Also, no trading. That’s just silly.
FULL SIGN UP
Once you’ve gotten the response from me confirming what your character’s Bloodline Circle and Class is, you’re all set to complete the rest of the sign up. And here it is:
Name: Your character’s name. Note that most Pokémon in Kivistal don’t have human-like names. Gender: Male or female. Age: How old your character is. Species: What Pokémon your character is. Keep in mind, smaller Pokémon are faster and more evasive, while larger, fully evolved Pokémon have more endurance, but are slower and easier to hit. Alignment: Based on D&D, Lawful Good, Chaotic Good, Neutral Good, True Neutral, Chaotic Neutral, Neutral Evil, Chaotic Evil, or Lawful Evil. Faction: Which of the three sides you’re aligned with. Mount: You can have any mount (as long as its not a legendary), but the advantage of using your Faction’s Preferred Mount is that you will have armor for it. Any other Pokémon will not be armored and won’t have as much protection. Class: Your character’s class. Just put it here so those who are reading or referring back to your sign up know what your character is. Bloodline Circle: Same method as above, just put it here so other people know what your character is if they refer back to your sign up.
Description: What your character looks like. Are there any differences between them and others of their same species? Personality: How your character behaves, and what their emotional intelligence is like. History: Background of your character. May also explain the class and the Bloodline Circle they’re a part of. Other: Anything else not included.
Last edited by Neo Emolga; 03-09-2009 at 02:52 AM.
Re: =SU= The Trial of Juno RP II - Before the Golden Dawn
If you’re familiar with Trial of Juno locations, you’ll noticed a lot of these have been changed to reflect a past version, though a small few locations are still the same. As for the Abyss and Utopia, most of the locations remain unchanged from last time.
Locations that are small towns or specific locations (such as a temple) are marked with small white dots, while large white dots represent large metropolises.
Kivistal hasn’t seen war in a long time, but now that the kingdom is split into three, a great conflict is inevitable. Meanwhile, the Abyss and Utopia are working behind the scenes, and no one can be sure how far the battle will escalate.
The Brownstone Islands – The Brownstone Islands are mostly a derelict of civilization, being rock islands that happen to be difficult to settle on and cultivate. However, there are several towns of desert dwellers that have learned to survive in the sandy wastelands.
Twinriver – This fertile area is the main highlight of the Traveck Kingdom, with Jasandax being a highly fortified citadel of power. While Traveck used to share its resources and attributes, it has now shut them off, supporting only Kultan’s commands and dictations. At the same time, citizens of Twinriver are in avid support of Kultan himself, and with Traveck’s military superiority, will not be easily persuaded to join another side’s cause.
Eastrock – Eastrock had been one of the most quiet and peaceful areas, usually avoiding jumping into politics and conspiracy theories. However, now that the war has begun and the kingdom of Anark is backing Samaril in his pursuit of the throne, Eastrock’s resources of trackers, survivalists, and tacticians are finally coming out and lending a hand with whatever they can do to assist the war effort.
The Sapphire Front – A greatly contested area between the kingdoms of Caltan and Traveck, it is expected that there will be much bloodshed in this highland area. Most of the area is used for farming and cultivation, and holds many resources that any faction would be dying to have. It is known that whoever holds the Sapphire Front in its entirety will have a considerable treasure trove of resources. The factions that do have it are not likely to easily back away from it.
Crescent Moon – Usually mostly a neutral area, Crescent Moon isn’t so much of a fortified area as it is an area of research and science. The Kingdom of Anark mostly relies off of Crescent Moon for medical and herbal remedies, and whatever else the area can provide.
Indigo Tropics – Lush with rainforests and tropical vegetation, the Indigo Tropics isn’t a large area, but there are many citizens there that enjoy the warmer climates. Along with being a close trading partner to the Azure Islands, Pokémon here greatly support Tyvel and his campaign for a better Kivistal.
Shale Ridge – One of the oldest nations in the world, Shale Ridge is rich with history and background. As a strong conservative nation, Shale Ridge’s citizens are determined to unite the split kingdoms once again, and they maintain their confidence in Price Samaril to be able to accomplish those objectives.
Emerald Spear – This small nation of green plains, forests, and gray mountains generally supplies the war effort, rather than directly getting involved with the sending of troops and support. Meanwhile, Emerald Spear generally remains safe and peaceful, helping Caltan’s campaign with food, supplies, and support rather combative means.
The Azure Islands – As a paradise area of beautiful islands, the Azure Islands of Caltan are largely known for their boating and fishing, able to satisfy many of the nation’s needs through seafaring. Able to supply all of Caltan with many resources and strong soldiers, the strongest one provided by the Azure Islands is Caltan’s very impressive naval force.
In truth, the Abyss goes on forever as an endless realm of torture, but these areas will be the main center around the RP.
Land of the Forsaken, the Abyss is the shattered land of the evil dead. As the feared afterlife of wailing and abysmal pain and suffering, the land is laden with oceans of blood, fields of burnt ground, pits of boiling lava and many other devices of torture and misery. Many dark forces are at work here in these twisted lands of evil.
The Deathlands (Eastern and Western) – Seemingly endless plains of burnt ground and fiery hellholes, not even fire Pokémon even remotely enjoy the burning smell of brunt flesh and brimstone. Few locations of any possible interest are here, but usually involve excessive amounts of pain and suffering. Meanwhile, southeast of the Western Deathlands lies the twisted city of Necropolis, seemingly floating on a plate in a hideous pool of boiling vomit and excrement.
The City of Dis – Horrendously massive, dark, and intimidating, The City of Dis is a twisted, multi-level metropolis of ruin in reality, but a disgusting and perverted city of sadism in illusion. Those who dare walk in this nightmare see a city that is always against them, defiling their name in every way possible in its dark streets. For everyone, the City of Dis is different for them. Here will you find your personal grudges glamorized, your name and essence defiled in paintings and scrawls on the walls, while every citizen there will be your worst enemies and nightmares, filling anyone who walks the streets with warped paranoia. The City of Dis remains as the most feared element of the Abyss, always customized and tailored for each soul to inflict maximum misery and pain upon those who enter it.
As a soul – Entering the City of Dis as a soul means that the illusion of the city is real to you. To you, the city seems very much alive and in deep hatred of you and only you. Every threat is real.
As body and soul – Through entering the City of Dis actually alive, Dis can be manipulated by you through ignoring the illusion and seeing the reality that the City of Dis is actually just a massive metropolis of ruins in reality. Through ignoring the illusions, you can walk through the city’s walls and buildings as long as there’s nothing there in reality to block your passage. This may unlock some of Dis’s deeper secrets…
The Schism – As a disheveled land of twisting bones, ribs, and sharp marrow shards, The Schism is desolate and hard to navigate. No one is really sure if anything of importance exists here, but much of it has gone unseen as well, so great, dark power may be here just waiting to be found by the bravest of warriors. However, be warned that walking along these lands is as painful as walking on broken glass. Sharp and serrated bones are jutting out and protruding in every direction and fashion, making it very easy to be cut, stabbed, and impaled in this deserted derelict of bone.
Vou Hast – The intimidating region of Vou Hast is a land of gratuitous violence, gore, and gluttony. The very land itself is smothered with brains, vital organs, skin, soiled flesh, and intestines, as well as massive pits filled with even more flesh and vitals. Meanwhile, the shambling city of Kammo in the northwest is nicknamed the “Bloodbath of the Abyss.” The city itself literally bleeds.
Vou Hast can only be entered as a soul. Entering as a body and soul corrupts the mind to be psychotic enough to greedily consume and indulge the mounds and mounds of flesh until exploding and death, layering Vou Hast with even more gore.
In truth, Utopia goes on forever, but this area will be the main focus of the RP.
As an eternal realm of happiness, pleasure, and delight of dreams and freedom for Pokémon that have led honest and good-willed lives, Utopia is a powerful source of both holy and light energy. Utopia is in fact the dream world of every Pokémon, where desires and wishes come true forever. While it is possible to leave Utopia, most Pokémon don’t for the simple reason of being surrounded by endless comfort and happiness forever more.
The Dovewing Isles – The gentle and peaceful Dovewing Isles are the home of the docile and the serene. Here, the land grows soft and white with unfreezing, dry snow, turning the area into a delightful, comfortable, and warm winter wonderland. Toward the outskirts of the islands, the snow turns a slight pink color, which then becomes magenta toward the tips. Meanwhile, the main city of Innocence is highly urbanized, but always clean, peaceful, and quiet.
Emerald Eternity Islands – Blissfully tropical with sunny shores and soft, sandy beaches, succulent and luscious fruit and welcoming palm trees and tropical foliage, the Emerald Eternity Islands is what many would call the “ultimate vacation and holiday spot.” Never too hot and always “just right” for everyone, the Emerald Eternity Islands also has a gentle breeze flowing through its shores as the Pokémon residing here lay in eternal relaxation.
Nightsky – Nightsky continues to be the new world for dreamers, imagination, and is a bustling sea of creativity and wonder. As a land of pleasant and peaceful sleep with inspiring good dreams, magic hours, and stargazing, this area continues to be a heaven for lovers of the night. Here, the stars are always out in the sky with comets and shooting stars, and auroras that spark new imagination.
Fields of Paradise – Pleasant, relaxing, and refreshing, the Fields of Paradise offers a fresh and homely feeling for those that have passed away. The center area is a combination of spring and winter, offering the comforts of both with blossoming white flowers and trees while the ground is covered with a soft snow that never melts and never feels icy, cold, and wet. Toward the outskirts, the landscape becomes more like the new life of spring with flowers that never wilt or vanish. Meanwhile, the majestic and massive City of the Horizon is always emanating with cheer within its reflective mirror walls and its golden streets.
The Twilight Plateau – As a beautiful range of soothing blue and violet plains with majestic mountains and ranges, the Twilight Plateau appears to be a landscape made with a peaceful watercolor painting appearance. As an area of healing, the comfortable landscape radiates with an aura that calms and relieves souls of the hardships that were faced in the life before, as well as offering transition into happiness for those that led very difficult and challenged lives.
The Sunrise Plains – Colorful, always brimming with new life and refreshment, the Sunrise Plains easily brings back the remembered and cherished memories of youth and glorifies those moments in living color. Within the Sunrise Plains is the setting of a beautiful summer day splashed with the colors of the sunrise, vibrant and fresh with energy. Also, the Sunrise Plains especially caters to young Pokémon that had passed away early in their lives, and allows them to forget and move on from whatever tragedy befell them. Meanwhile, Awewind in the north with its very clean and peaceful urban streets serves as a very loving family oriented city, and is the main location for loved ones to reunite.
Re: =SU= The Trial of Juno RP II - Before the Golden Dawn
I was just thinking about almost the exact same idea for acouple of months now! WHY DOES THIS KEEP HAPPENING TO ME?! NNNNNNOOOOOOOOOOOOOOOOOOOOOOO...
Anyway, I'll sign up since it was my dream to do something like this.
Name: Kokoro Faction Planned: Anark, Caltan, Traveck (in descending order of wanting-ness) Class Selection: I don't really care, but I'm leaning towards Intelligence/Agility, if I can prefer two. I just don't want Strength. :\
And Lol @ Nyland.
Originally Posted by Ridley
I suffer from some desease where I just don't feel like catching a pokemon unless it's rare, which ends in me never catching com mons.
I finished Gold with a pokedex of 6.
Oak's Rating: "Congratulations! Looks like you've learned how to use a pokeball!"