The Beams


(Zones to control)
65 wood
70 dye
75 Marble
75 wine
30 stone

60 Cloth
80 Ebony
58 Iron
65 Gems

30 Gold
35 Honey
25 Alabaster
25 Granite
25 copper

(Research to do)

Castlevania D&D 5th Edition

It is the early 1700’s, and the Belmont clan has all but vanished-but, Dracula is fated to return, and there are always those willing to resist him. Your group is known as the Order of Keratodrako (The Dragon Horn). Why you sought this clan and chose a lonely, harsh life is known only to you-all that matters is that you are worthy of being called when the time is right.

Your small group has drawn watch duty this year-spending All Hallows Eve standing sentinel over the ruins of Castle Dracula, in the chilly mountains of Valachia. It’s evil only slumbers \, and even though the master is dead, occasionally he still dreams-and those dreams occasionally manifest as threats to the world which must be stopped, lest they spill the blood that begins the rites of resurrection. Your task was supposed to be a simple one, but this journey will turn out quite a bit more exciting than you would have ever wanted it to be…

Class Lore
Barbarian, Fighter
Hate and Discipline can keep a man going when all else fails him. The Order does not spurn those who favor blades and bows, hammers and spears, over spells and exotic weapons-in fact, these people make up the backbone of the Order, providing a valuable frontline against the horrors of the night.

Spies, recruiters, and friendly faces-the Order uses Bards to sense out dangerous areas before committing their full force, and to sift rumor from fact. Often local knowledge points to evil manifestations far before they would be noticed by those in the halls of power.

The power of God is well known for its ability to destroy supernatural evil-the Order enlists many Christian Clerics and Monks, but also those of other Abrahamic religions, exotic far eastern nomad-priests, and even rural Polytheists who hold to the Old Gods-Many Clerics have found that the exact source of ones Faith is irrelevant, as long as you have faith in something greater than yourself. Those who survive their potentially lethal paradox to their beliefs are readily accepted, for all too often are these few delivered to their chosen Gods embrace.

Once native to many places in Europe, the Druids once held the line between civilization and nature-often to mankinds detriment-these days, they are greatly diminished, but occasionally the Order sees fit to enlist their aid. While not always a benevolent group, these Druids are not evil either-and they still resist the creeping evil which twists and torments the natural world to fit the mad whims of a few.

Most Monks are wanderers in 1800 Europe, following a particular religion or ethical code as they travel the roads, far from home. The Order rarely enlists them, preferring those who are self trained in combat and who have a desire to resist evil actively-A monks speed and disarmingly simple attire often masks their efficacy, allowing them to operate without alarming the locals more than usual.

Those who reach the level of Paladin are often those who had melded faith with martial skill-they may or may not follow any specific Religion, or perhaps may just be devoted to the idea of Good over Evil-all that matters if these Warriors are the bane of all those who dwell in the shadows.

Often, the greatest of the Order master the art of the Hunt-known as specialized slayers, Rangers are highly trained in tracking and eliminating many sources of evil. They are invaluable in almost any fight, of course, but essential for destroying the worst of the worst. Naturally, many of these Hunters find themselves Hunted in turn…

The Order is not above using those who rely on subterfuge and trickery-the minions of Vlad Dracula after all, have no honor to satisfy. For some, it is all too fitting to slay them using their own foul means. A knife in the dark silences those best who already lurk there.

Sorcerer, Warlock, Wizard
There are as many magical studies in the Order as stars in the sky-each one following various forms of the arcane. Some were born with amazing powers, other bartered for them with supernatural forces, some mastered it by pure will-their magical abilities are a great boon to the Order, often forcing their careful use and only occasional exposure to danger-they are too great a resource to waste casually.

Resting and Time
There is no time to sleep on this long dark night-rests in this game are much shorter to accommodate the limited time frame. A short rest is only 15 minutes, while a long rest is an hour.

While you are not limited to how many rests your party wishes to take, you only have twelve hours til Dracula awakens to his full power…as the night wears on, his plans will progress, and the difficulty relative to your own experience level will increase. If time runs out, you will be faced with a battle you are almost certainly fated to lose.

Questline TWO

1 ~Easy
2 ~Easy (Do not motivate/polish before 24 hours)
3 ~Easy
4 ~Easy
5 ~Roadblock (Have 50 goods ready to gather, save enough silver for boost)
6 ~Roadblock (Possible to save final sector for peaceful capture?)
7 ~Easy
8 ~Roadblock (UGH)
9 ~Easy (Need lots of silver)
10 ~Easy
11 ~Roadblock (Need save province to scout)
12 ~Roadblock (Save 200 tavern silver)
13 ~Roadblock (Wtf?)
14 ~Easy
15 ~Easy
16 ~Roadblock (need four sectors)
17 ~Roadblock (Have 12 production slots ready)
18 ~Roadblock (Finish off province)

BQ 5-7

1 Treecko
2 Grovyle
3 Sceptile
4 Torchic
5 Combusken
6 Blaziken
7 Mudkip
8 Marshtomp
9 Swampert
10 Elecktrike
11 Menectric
12 Zigzagoon
13 Linoone
14 Wurmple
15 Silcoon
16 Beautifly
17 Cascoon
18 Dustox
19 Lotad
20 Lombre
21 Ludicolo
22 Bellsprout
23 Weepinbell
24 Victreebell
25 Taillow
26 Swellow
27 Wingull
28 Pelipper
29 Ekans
30 Arbok
31 Kecleon
33 Surskit
34 Masquerain
35 Shroomish
36 Breloom
37 Grubbin
38 Charjabug
39 Vikavolt
43 Nincada
44 Ninjask
45 Shedinja
46 Goomy
47 Sligoo
48 Goodra
49 Gurdur
50 Conkleudr
55 timburr
56 Azurill
57 Marill
58 Azumarrill
59 Pichu
60 Pikachu
61 Raichu
63 Skitty
64 Delcatty
70 ?
71 Mawile
72 Rock/ground
79 Rock/ground^
80 Electric
81 Electric
82 Plusle
83 Minun
89 Volbeat
90 Illumise
98 Roselia
100 Gulpin
101 Swalot
102 Carvanha
103 Sharpedo
104 Wailmer
105 Wailord
106 Fire
107 Fire
110 Torkoal
115 Spoink
116 Grumpig
119 Spinda
124 Cacnea
125 Cacturne
126 Swablu
127 Altaria
128 Zangoose
129 Seviper
130 Lunatone
131 Solrock
132 Barboach
133 Whiscash
134 Corphish
135 Crawdaunt
136 Baltoy
137 Claydol
138 Lileep
139 Cradily
140 Anorith
141 Armaldo
145 Feebas
146 Milotic
150 Kecleon
151 Shuppet
152 Banette
153 Duskull
154 Dusclops
156 Tropius
158 Chimecho
159 Absol
160 Ice?
161 Ice?
162 Water
163 Water
164 Water
165 Clamperl
166 Huntail
167 Gorebyss
168 Relicanth
169 Luvdisc
170 Dragon
171 Dragon
172 Dragon

The interview room is filled with the hubbub of reporters as they talk amongst themselves. Paper rustles, and cameras are aimed at the stage’s lone podium.

The lights dim suddenly, as does the crowd’s noise, and a middle aged man in a well made, deep blue suit walks onto the stages, smiling and giving a friendly wave to the cameras.

“Hello, hello.” He says, taking the microphone. “As you all know, I am Michael Waltson, head organizer of the Soleil Region Pokemon League.”

The gathered journalists let out a collective murmur, and Michael brushes his graying dark hair back.

“The purpose of this press conference is to announce and address the rules going into effect for this year’s Pokemon League Tournament, and answer any questions you may have regarding these changes.” He continues, nodding. The wall behind him alights, and a map of the region appears, eight emblems- the Soleil badges- marking notable points.

“Unlike the last few years, the duration of the League challenge has been reduced.” He says, looking at the crowd. “From the customary eight months to a mere four.”

Dozens of voices all start speaking at once, filling the air with questions- “Can you explain why-” “What does this mean for trainers who can’t-” “Is it true you hate the Abra li-”.

Michael pauses for a few moments, letting the journalists finish their questioning and calm down, before clearing his throat.

“As I was saying,” He starts, motioning for quiet. “The duration of the challenge is reduced to four months, and so we are reducing the requisite number of badges to enter the tournament, from the standard eight, to only six. We also will be providing trainers who successfully collect a certain number of badges free transportation through the region, speeding things up considerably.”

The wall behind him changes, becoming a list of requirements for trainers, and various bonuses and the like. .

A hand shoots up in the crowd, and Michael nods at the reporter.

“Mister Waltson, what’s the purpose behind this change?” She asks, getting similar questioning murmurs from the rest of the crowd. “Was the long season having a poor effect on the economy or ecology? Was it the declining entry rates over the last few years?”

“A combination of those, and, to be frank, a lack of profit on the previous League Tournament recordings.” He sighs, shaking his head. “We decided that a combination of making battles become lower power and faster paced, as well as selling recordings of notable Gym battles, would increase marketability.”

The press seems to be sated with this, and the roar dies down.

“We also are considering running four Leagues per year, one every season. Provided this coming season works well enough, we should be running another right after the championships, of which there will be four in all, are finished.”

“But, Mister Waltson… What’s going to encourage more competitors? Over the last three years, entries have dropped by more than thirty percent. Is there a new marketing plan in place to counter that?” Another reporter says, hand shooting up.

Michael pauses.

“A very good question,” He continues, looking around for any other journalists with questions to ask. “And the last one I’ll be taking today.”

“In addition to the usual entry in the Hall of Fame and rewards for collection of badges, we’re now offering a cash prize…-”

The room erupts into a cacophony, and the League spokesman nods, saying something inaudible into the microphone, and starting to head offstage.

Are there ethical norms for captures? Yes. Trainers are expected to heed local law prohibiting the capture of infant, developing pokemon and those they depend on. However, Rangers occasionally tag such young pokemon as ‘Orphans’-while they do not interfere in the natural cycles of life and death, trainers are allowed to catch them.
Is there a commonly accepted etiquette when it comes to keeping Pokémon out of balls in civilized areas? With the population rising in recent decades, technology keeps most accidents impossible-area locking devices can keep pokemon over a certain weight limit and number locked in their pokeballs. Pokemon are expected to be released in most places without them, though logic applies.

Game Info/World Lore
Campaign Type: High Adventure, Free-Form, Player Determinant
Tech Level: Modern (Today)
Combat Emphasis: Primarily pokemon battles. Melee and personal combat between trainers is considered outlandish in this setting-firearms are considered highly distasteful, due to lingering memories of the Great War-and in return, most pokemon in this setting do not, as a rule, directly prey on humans-they will not usually try to kill or attack trainers, unless they try to kill them first, their territory is repeatedly intruded on, or they are very hungry. That doesn’t mean they will not attempt to drive away humans for other reasons, naturally.
Supernatural Elements: Exist in many forms. Soleil is rich in ‘haunted history’ and strange happenings.
Sentience?: Pokemon are accorded higher rights than would be expected of a wild animal in our own world, considered to be intelligent, cognizant enough to have their own personalities and quirks. They are treated as partners and companions, not tools or beasts of burden, generally. Of course, opinions differ.

History of the World

Ancient History
It is known now that pokemon have not always existed on Earth-the earliest human records show a world where most of the animal and plant life was fairly tame, and not very dangerous-there are no indications that these ‘proto-monsters’ were capable of changing their DNA or manipulating elemental forces-men hunted these beasts at leisure, fearing nothing they could not conquer through wit and might.

At some point in time, however, pokemon arrived on Earth-hailing from some unforgotten star, either by chance or fortune. A flaming rock crashed upon the world, seeding the world with new lifeforms who would in time come to inherit it-many legends state that a single, Legendary pokemon known as Arceus emerged from this stone to shape pokemon upon the Earth. There is some evidence to support the theory of ‘intelligent evolution’-it’s been theorized that pokemon could easily have stripped the world of all non-pokemon life due to their enhanced abilities, but today a full eco-system of non-enhanced animals (humanity among them) thrives alongside them.

Slowly, inexorably, the older cave paintings of men hunting primitive horned quadrupeds with spears, were added images of them walking alongside the earliest pokemon. In this age, man often alongside pokemon with crude weapons and armor-traveling, fighting, and living together in small families and clans, wandering a world that was slowly changing itself.

Classical History
With their pokemon at their side, man began to collect together into larger groups and build-the mighty Empires of Persia, Ming, Phoenicia, Greece, Rome, Byzantia and others all rose to great heights, most by sword and fire, and pokemon trained to war…the apricorn was first discovered in this age, and its ability to manipulate a pokemons energy to provide a stable storage system inside of a small ball, was what eventually lead to their name. Apricorn balls and smiths to make them were extremely rare, however-only Kings and the richest of Merchants could reliably afford them, and those that existed guarded their knowledge jealously.

In this age, pokemon battles as a sport-and not purely for survival-were first seen in the greatest cities. Such spectacles were gruesome by modern comparison. Men still fought alongside pokemon, though they often did so in increasingly large and complicated battles-full scale warfare also happened in this age, and in time, it was what led to the destruction of most of the Empires-the use of pokemon in war brought about the 1st Dark Age, where man lost much of what he had gained, and brutality and darkness reigned for many centuries. It was in the dark ages that man first began to harness magic-the power source known as ‘Infinite Energy’ (that is, the life energy of pokemon) for methods both good and evil.

Renaissance History
Man eventually began to reknit not only his concept of civilization, but the way of thinking that had lead them previously to such great heights-as with all done before, they promised themselves they would not repeat the mistakes of the past…magical, scientific, and social advancement swept the world, and the pokemon changed as well, becoming less violent and more docile. The first clockwork pokeballs were developed in this time, which would inevitably be a replacement to their predecessor. Men began to truly learn about and classify all the forms of pokemon that existed in the world. For a short time, there was a golden age of peace and prosperity, teaching and learning, growing and building…pokemon were not often used in battle in this era, for they remembered the destruction wrought by unwise use, but the tradition of modern dueling was developed to an art-form in this time-if limited to those extraordinarily wealthy and powerful sorts who could afford to partake in the sport.

Industrial History
The fruits of the renaissance came in steel and steam-with the population of man growing ever larger, new machines were developed to satisfy the populations. The advent of the industrial age was the false light after the dawn-for though man now had at his potential all he needed to live in complete comfort, the means to do so were inefficient, requiring the consumption of vast material resources-wood, coal, iron, oil and land itself. The disagreements over these resources eventually led a series of conflicts. The first was bitter and short, lasting only four years, costing a staggering amount of lives-in what what would be known as the 1st Great War. In large part this was due to the streamling and mass production of pokeballs, which allowed a single man to carry a battalions worth of firepower in a slim bandolier.

Modern Era (Pre-Fracture)
The 2nd great war began a little more than twenty years after, and the mistakes of the past were repeated in full-the mass production of pokeballs allowed many more pokemon to be fielded than ever before, devastating entire populations-the use of magic had now been perfected to such a degree that Infinite Energy was itself a weapon, powered by the consumption of life. The War was primarily three factions who influenced large portions of the globe through the use of technology-Team Valor, Team Instinct, and Team Mystic. Each team had managed to enlist the power of one of three mystical birds, which meant the only thing limiting their upward progress was one another. It was said nearly everyone in the world joined on group or another, many regions out of fear of being attacked, but what began as a method to avoid conflict eventually spiraled into exactly that-one spark set the entire trio into a conflagration of war.

The 2nd Great War, which occurred 20 years before our adventure, was a true catastrophe-it ended an event called ‘The Fracture’, where the use of a powerful Infinite Energy bomb finally caused the Legendary Pokemon Groudon and Kyogre to awake from their slumber-two pokemon diametrically opposed as sea and sky, destined to destroy one another and the world itself. Their fight nearly ended humanity-only the efforts of a quartet of heroic young trainers managed to defeat the titanic terrors and lull them back to slumber…the worlds powers collapsed, and a hesitant peace broke out on the face of the Earth…

As he had before, mankind crawled out of the rubble and rebuild.

Modern Era (Post Fracture)
The populations of both man and pokemon, greatly reduced by the Great Wars and the ensuing Fracture, have begun to grow again-though nowhere near what they once were. In this age, war is a memory…and most men live in peace, if not harmony. The Great Factions were destroyed, disbanded, and left in the past-though their remnants inspired many breakaway ‘teams’, even to this day, most of a disreputable nature.

The population of pokemon has grown faster than men, however-where before humans existed in similar numbers, now pokemon outnumber humans. Where before man shaped pokemon largely to his will, he must now live alongside them, as he once did in days long gone. Wild Pokemon of staggering power now roam the world unchecked. Mankind exists in various protected regions-composed of small cities, villages, and the occasional large metropolis-connected by heavily patrolled routes, where the population of wild pokemon are carefully controlled so as not to pose a threat to travelers. Outside of these routes, wilderness dominates. Man now relies on pokemon and his technology to survive, and so co-existence is the rule of the day, not conquest. Few populations are stable enough to call themselves nations yet, so in most cases, government is often limited to a single region, and even then it is a loose alliance-it is only a personal affectation to refer to oneself as a member of the country they once were, before the Fracture.

It is not to say this is not an age of prosperity-with the shadow of tragedy gone, cities rise one more, and the long vanquished lights of cities are being reignited. Food is plentiful and travel and communication are common between people. Optimism is prevalent, and everyone agrees that they should never repeat the mistakes of the past…

This is the age your adventure begins.

What is a pokemon?
The primary difference between a terrestrial animal and a pokemon is known as the ‘HAD-SSS’, a scientific designation for a not nearly understood ability for a being to manipulate it’s own body in real time-altering it’s genetic structure and spontaneously mutating to adapt to external stimuli. A fish struck by a bolt of lightning will die, it’s physical body overcome by electrical impulse-but even a lowly Magikarp is capable of instantly altering itself to absorb and ground the attack-this ability is called ‘Special Defense’.

All pokemon have the ability to access the HAD-SSS for defense, attack and utility. All terrestrial animals do not. Interestingly, Humans also have the ability to access this set of abilities-the exact question why has perplexed scientists for centuries. It’s said that without this, humans would be much weaker and more vulnerable then they are today.

These effects are often unconscious-limited to snap biochemical defense or sudden aggressive action-but many pokemon are capable of ‘evolving’, that is, completely changing their physical form through various means.

Calendar, Actions and Game Play.
At least initially, you are four trainers who have enrolled together into the Soleil Quadra-Battle League (SQBL), in the PIka-Cup (for lowest leveled battlers). The Soleil League has generously encouraged pokemon trainers to come to Soleil, waiving their travel costs to Soleil, if they enroll in a league-earning two badges will make travel around the region free as well. Every badge you earn also gives a significant discount to staying and eating at the Darkmoon hotels, which are dotted throughout the region-after you earn four badges, you can devote almost all your money to training. In return, however, you are subject to some rules upon entry.

You had to be 18 or older, for one-while all Trainers can first gain their training licenses at 10, the SQBL is not for children, though exceptions are sometimes made for exceptional young trainers who has shown great emotional fortitude to withstand hardship, and the potential loss that comes at this level of competition. Second, you had to enroll in the league, starting with only a single level 5 pokemon. For many beginning trainers, this is actually a challenge, not a restriction-but, it’s possible you had to leave a favorite pokemon, or perhaps a whole team, behind. Your actual skill level is up to how you play the game, and is not referenced directly by your level-consider your EXP level learning how to train in Soleil, with it’s unique and often harsh conditions. Hence, you start at lv.1, since you are either new comers, or locals fresh to the scene.

If you decide to take the trainer challenge (assuming you just didn’t come for the free ticket), you are expected to travel and train together-many of your league challenges must be done as a full group, fighting four on four matches, or two on two tag team style with a full team supporting, against competing teams and gym leaders and eventually, in the Soleil Grand tournament. Those who reach the final battle and win, face the regions Elite Four for the honor entering the Hall of Fame…

It may happen that your team falls apart during the game, or some decide a different route is better for them than fighting. Don’t worry! League rules are generous in allowing four man groups to break into trios, duos or singles and join the other leagues.

What happens if you either don’t qualify this season, or don’t win the championship? Well, you can enroll in next seasons cup, with all your existing pokemon. Winning the Pika-Cup is considered a great honor, however-proving you have endurance and tenacity enough to take humble beginnings to great heights…

Each day in Soleil consists of three event slots-usually, morning, afternoon, and evening. You can generally get one combat encounter per slot, though there is no rule in seeking more, your pokemon’s endurance will be tested more. When every day begins, you state what your character is going to be doing that day, and every slot plays out in order. You can also opt to change your sleep schedule to be awake at certain times-though going without three ‘slots’ of sleep a day will have serious health consequences. The sequences goes as such.


There are four months on each of Soleils seasons, four of which make a year, of course.

Sea Season
You begin play at the start of Sea Season-where Soleils tempests are calm, and it’s climate cool and relaxing, and it’s crowds of tourists flocking in from all corners of the world. It’s perfecting for beginning an adventure. Most wild pokemon are also relaxing in this season, making it easier to approach them as friends-as long as you’re careful not to pose a threat to their eggs or hatchlings, which are often laid and tended in this time as well.

The ending of this season is the much anticipated PIka Cup Championship, where rookie trainers to Soleil’s league can show what the cheering crowds what they are made of. It’s attended by many visitors and tourists as their final show, before leaving for home.

(Lv.40-50 difficulty?)

Sun Season
While it’s always a bit hot in Soleil, the real heatwaves begin to pour in the Sun Season, combined with tropical storms. Wild Pokemon are also more active and aggressive in this season, however, being much more eager to battle, then flee-many of them are relative newborns, with little skill, but lots of passion.

Those who brave the heat and rain can face off in the Poke Cup Championship, where only the most enduring of trainers compete-the crowds are definitely thinning by now, and the Poke Cup is sometimes derided as the ‘Catchup Cup’, for those who weren’t able to compete in the first season tournament-still, the competition is tough as ever, as many trainers learn their stride and improve their teams.

(Lv.50-70 difficulty?)

Leaf Season
Traditionally the harvest time, this season is always unpredictable as a leaf in the wind. Sometimes the Sun season releases it’s grip early, other times not-sometimes the Storms begin late, or right in the middle. Pokemon too, are unpredictable-sometimes friendly, sometimes outright hostile, but mostly busy looking for food and a place to spend the winter.

As the final leaf falls, so starts the Prime Cup Championship-where most trainers end their journey in a series of grueling battles, for better or worse. It attracts a decent sized crowd, though smaller than the previous two seasons-on the bright side, it’s mostly made of actual experienced trainers, gym leaders, and pokemon battling enthusiasts, who call this the ‘Comeback Cup’-because this is the final chance trainers who have begun this years leagues challenge have to win one, and as such the competition is ferocious.

(Lv.60-80 difficulty?)

Storm Season
The weather tends to calm down and cool down somewhat as the Leaf Season rolls away, though this is misleading-while the weather is generally calm, the Storm season is named for the powerful hurricanes which often sweep down upon Soleil, devastating man and pokemon alike. Wild Pokemon in this season are often shy and canny-those who survived the year have learned to value discretion and cunning, and tend to be good candidates for training, if you can catch or befriend them.

At the closing of the year, and traditionally attended by many visitors just beginning their winter vacations, the Storm Cup is a tournament only available to those trainers, who have reached the final championship battle during any cup during the previous year, before facing the elite four-this applies to both the winners, and the runner-ups. Returning Hall of Famers and Champions, particularly popular ones, are also invited to round out the competition.

It only brings the absolute best, and re-matches are virtually guaranteed between the winners of the cups, and those they defeated to claim them.

(Win all three?

2 round tourney [No extras]

Win two

4 round tourney [3 extras]

Win one

4 round tourney [2 extras])

(Lv.70-90 difficulty?)

League combat is restricted on weekends, those being mandatory rest-days. So you have 20 days a month to train, fight, and explore, and 4 months in which to conquer a league. Weekends can be used for RP or traveling, or merely doing non-combat actions, like crafting and taking care of eggs-they can be used for combat as well, at least non-league combat, but pokemon need their rest too!

Extra/House Rules:

Fainted pokemon can be caught for the purposes of DEX xp, but they cannot usually be raised or trained without great difficulty-the act of subduing a pokemon while it is conscious, is an important bonding process-without which, the pokemon will never entirely trust you. Most pokemon caught this way are wild and uncontrollable, and will seek to escape or fight their way free as soon they as are able. It’s much easier to scan them, though this takes about 10 minutes, in exchange for the cost of a pokeball.

Elemental Variations (Pokemon with a differing typing from their basic form) exist in many forms in Soleil. These variations are considered separate species for the purposes of Dex XP. Regional Variations (Pokemon with altered movesets and habits) also exist, but they do not.

Extreme weather is common in Soleil-rain, sun and wind. Expect random weather patterns and unexpected twists!

(Rain is common all year in Soleil-it rains often, but not as hard in the Sea Season, and the storms as the year go on become rarer, but stronger in duration and strength. Water and Grass pokemon naturally love as much rain as they can get, so it never bothers them. Dragon-Type pokemon also have a legendary resistance to most elements.)
Lv. 1 Rainy Day [As rain dance, increases the damage of water moves, and downgrades the damage of fire moves.]
Lv. 2 Heavy Rain [The damage bonus and penalty of Rain Dance is increased by 100%]
Lv. 3 Torrential Rain [As Rain Dance. The damage bonus and penalty of Rain Dance increased by 100%, and non Water, Grass or Dragon type pokemon take a tick of damage every turn they are forced to endure the storm.]

(During the storms, thunder and lightning boom and crash-sometimes, the sky lights up with power-Electric pokemon are common in Soleil since ancestral times, since this is one of their primary sources of sustenance. These usually happen alongside big storms-the level of thunder and lightning is the only weather affect that can exist alongside other weather effects.

Steel pokemon, for obvious reasons, dislike this-the electricity has a tendency to cause their strongly metallic and often electronic moves to go haywire.)
Lv. 1 Crashing Thunder [increases the damage of electric moves, reduces the damage of steel types moves.]
Lv. 2 Booming Thunder [The damage bonus and penalty of Crashing Thunder is increased by 100%]
Lv. 3 Ragnarok [The damage bonus and penalty of Crashing Thunder is increased by 100%, Various electric type attacks might also randomly fall on the field, targeting random pokemon and trainers.]

(Soleil tends to warm up during the Sun season, predictably enough. Only the Sea and Storm seasons are spared the worst of the heat. Sunny Day tends to bring out Grass types to soak in the light, and Fire types to hunt them. During the worst heatwaves, only Dragon, Fire and Rock type pokemon are eager to move from their burrows.)
Lv. 1 Sunny Day [As sunny day, increases the damage of fire moves, and downgrades the damage of water moves.]
Lv. 2 Heatwave [The damage bonus and penalty of Sunny Day is increased by 100%]
Lv. 3 Blazing Heat [The damage bonus and penalty of Sunny Day increased by 100%, and non Fire, Rock or Dragon type pokemon take a tick of damage every turn they are forced to endure the storm.]

(It might be strange to think a place as hot as Soleil occasionally rains ice, but that’s Meteorology for you. Interestingly, down here it’s considered ‘Stone-Hail’-not cold, but heavy as a rock. They tend to come sporadically alongside any heavy storm.

Only fighting and ground type pokemon can shake off the effects of the heavy ice-stones. Trainers should most definitely head indoors!)
Stone-Hail Storm [Does a tick of damage to all non-ground and fighting type pokemon every turn.]

(During the Leaf season, sometimes the pollen is so thick you could choke on it-literally. Thankfully these days are very rare. While no pokemon is elementally bothered, aside from sneezing, grass and bug pokemon love frolicking playfully and spreading their own spores.)
Pollen Storm [All non-grass and bug pokemon have a chance to be affected by a random power or spore move every turn in combat. Grass and Bug type moves have their damage increased.]

(Soleil is windiest during the Leaf and Storm seasons. Flying types love these days, for it increases the potency of their aerial moves, while making rock type attacks harder to aim-when the winds get serious, however, only Dragon-types can stay in the air. Steel and Rock pokemon are also tough enough to be spared the worst, though are also the least likely to ever encounter it in the wild.)
Lv. 1 Windy Day [Increases the damage of flying type moves, and downgrades the damage of rock type moves.]
Lv. 2 Heavy Winds [The damage bonus and penalty of Windy Day is increased by 100%]
Lv. 3 Hurricane Winds [The damage bonus and penalty of Windy Day increased by 100%, and non Dragon, Rock or Steel type pokemon take a tick of damage every turn they are forced to endure the storm.]

(Soleil has some strange weather patterns at night…during particularly clear nights, where no weather patterns are troubling the skies, moonlight is mysteriously magnified-strange and joyful thoughts and feelings affect everyone. This can happen in any season, and is most common during the Soleil full moon, which occur at the fourth week of every month. Every four months, during the double full moon, these conditions are almost guaranteed.

Fairy and Psychic types, who can feed on positive emotions, come out to cavort in abundance, causing chaos and playing tricks, and Dark are dispelled back to their shadowy burrows, and Ghost types fly back to their haunted houses to hide. Only Fire, Poison and Steel pokemon seem to be immune to ‘playful’ oddities of a Bright Night.)
Lv. 1 Bright Night [Increases the damage of Fairy and Psychic moves, and downgrades the damage of Dark and Ghost moves.]
Lv. 2 Sparkly Stars [The damage bonus and penalty of Bright Night is increased by 100%]
Lv. 3 Crazy Moon [The damage bonus and penalty of Bright night increased by 100%, and non Fire, Poison or Steel type pokemon in battle might randomly go asleep, fall infatuated, or become confused.]

(On nights when the moons are hardly to be seen, and the skies are unnaturally still, true darkness falls upon Soleil. Dark and Ghost Types, who have a taste for the fear and apprehension of their prey, become stronger-they come out to hunt and bedevil the lands, while Fairy types scuttle under into their fluffy nests to hide, and psychic types teleport under the nearest rock. Dark Nights are most common during the 2nd week of any month, during the fully waned moon. When the double waned moon occurs, where these conditions are particularly prevalent, happens in a random week-at least once during every year, sometimes more.

Only Fighting and Steel types are able to brave these nights without feeling great fear.)
Lv. 1 Dark Night [Increases the damage of Dark and Ghost moves, and downgrades the damage of Fairy and Psychic moves]
Lv. 2 Pitchblack Night [The damage bonus and penalty of Dark Night is increased by 100%]
Lv. 3 Utter Darkness [The damage bonus and penalty of Dark Night is increased by 100%. Non-Dark, Fighting or Steel types may randomly Freeze, Flinch, or become paralyzed with fear and worry, while fighting in the darkness. These status effects resemble the ordinary status effects, but are obviously not cured in the same way.]

Weather changing moves are thus highly regarded in Soleil, though many of them are only partially effective in reducing these effects-for example, Sunny Day will only make Heavy Rain conditions downgrade one level, to normal rain dance. Dragon pokemon are also highly regarded, for their ability to resist the harshest conditions Soleil has to offer.

Berry types (1d100)
Common (Sour, Sweet, Bitter) (1-60)
Uncommon (Dry) (61-90)
Rare (Spicy) (91-100

The smell of methane gas get stronger and stronger as you plod through this area of the swamp-the very ground feels extremely warm to the touch, and there are small wisps of smoke rising from the ground. A check of your map-dex reveals the following information…

Warning! Trainers exploring the Eternaglades may encounter volumes of smoke and gas-this is an entirely natural phenomena. Lightning strikes have ignited massive underground fires from grass and plant matter that accumulated during our dry, hot summer. While these fires are not expected to harm human settlements, they can be dangerous in the wild if they grow too large. Exploration should only be done with proper breathing equipment. A good rule of thumb! If the ground is too hot to walk on, turn back.

It might indeed be dangerous to continue (the ground is at least pleasantly warm now), but it will surely have attracted-or driven away-various sorts of pokemon.

Do you continue on, or turn back? What preparations do you make, if so?

Donning your gear, you bravely ford the smoke and heat…

It doesn’t take long to find out most pokemon have been driven off-even the water is empty of life…however, the smoke has attracted a large group of Koffing! There must be at least two dozen of them, or more, though they are all very small and young.

The purple, spherical and smelly pokemon swirl around happily-sucking up the gas with the pores in their body, and emitting clouds of choking smoke. They seem fairly uninterested in the group, as a whole.

~Koffing is a poison pokemon who feed primarily only on toxic gas-in recent years, air pollution has been heavily curbed in most countries, and as such their numbers are steadily decreasing-many have migrated or been released into Soleils swamps, however, where they can consume naturally occurring marsh gas rather than industrial by-products. Soleil Koffing in particular, are noted for their pleasant demeanor and smell for this reason. They hardly ever explode.

Lv.7 Koffing (Swarm +2)
Ability: Levitate

HP 4
Defense 10
Sp Atk 6
Sp Def 5
Speed 4
(+17 pts)

(+Attack, -Attack)

Koffing Swarm (2 swarm points)

Picking a fight with a Spearow isn’t hard-as soon as they see you’re separated from the others, they begin cawing loudly and swooping toward you on stubby wings. And in no short order, you’re facing a good number of them.

All the Spearows seem to be fairly young and untrained, but you shouldn’t underestimate their numbers…it’s likely the more you knock out, the more will arrive to reinforce them.

It seems your efforts have drawn in the local ‘leader’ of this flock of Spearows-as can be predicated, she’s quite a big larger than her fellows. She also has a handsome mane of black feathers, rather than the usual scruffy brown ones, adorning her head like a crown.

~Spearow is an extremely common flying type native to nearly any range and climate-it’s widespread distribution in part due to it’s aggressive and territorial nature. Their primary diet is insects, though they will scavenge and feed off of anything they can find or take down. Spearows are rarely found alone in the wild, preferring to exist in large family flocks-if anything threatens one of them, a single high pitched call can summon dozens of them to attack. Soleils increasing levels of urbanization have resulted in the numbers of Spearows becoming nearly uncontrollable, as of late.

(40 levels in all?)

10xLv.3 Spearow
Ability: Keen Eye

HP 6
Defense 5
Sp Atk 5
Sp Def 5
Speed 10

1xlv.10 spearow (The Rogue)
Ability: Sniper

HP 7
Defense 6
Sp Atk 6
Sp Def 6
Speed 12

Fury Attack

The Rogue will spam Leer if too many Spearows are on the field, giving the trainers a chance to catch up. Peck and/or Fury Attack (depending on how desperate or angry she is) alternate with Tri-Attack She will not flee from the fight, preferring to fight to the bitter end.

Quick Character Creation Checklist
1. Develop Character Concept-Physical Description, Bio, Background, Origin
2. Choose four Edges (Page 52 of the PDF)
3. Choose four Features (Page 57 of the pdf)
4. Assign 10 additional points among Combat Stats, but no more than 5 points into any single stat.
5. Develop starting connections with other players, if any.
6. Choose a starting pokemon-any starter or common pokemon with three evolutionary stages is accepted, and and others might be approved on a case by case basis.
7. Spend $5000 on your starting items.

Starting Sheet

Age: (18+ Please. :P)
Physical Description:

Level: 1
EXP: 0/10
Action Points
Hit Points
Injuries: None


Combat Stats (All start at 5)
HP: 5
SpAtk: 5
Atk: 5
SpDef: 5
Def: 5
Sped: 5


Phys. Eva
Spc. Eva
Spd. Eva


Character Creation
You should follow the rules in the PDF, but these can also help.

Quick Character Creation Checklist
1. Develop Character Concept-Physical Description, Bio, Background, Origin
2. Choose four Edges (Page 52 of the PDF)
3. Choose four Features (Page 57 of the pdf)
4. Assign 10 additional points among Combat Stats, but no more than 5 points into any single stat.
5. Develop starting connections with other players, if any.
6. Choose a starting pokemon-any starter or common pokemon with three evolutionary stages is accepted, and and others might be approved on a case by case basis. Stat them up as level 5.
7. Spend $5000 on your starting items.

Sample Backgrounds unique to Soleil

Local Prodigy
You were born and raised in Soleil, and recently your skills have gotten you noticed. You’ve decided to move up to the next level, and take the league challenge.

Professor’s Assistant
You’re a hired assistant or relative of Professor Mimosa-the top authority in local pokemon research. She’s decided it’s time for you to get out of the lab, and get some field experience of your own.

Ace’s Legacy
The student or child of a legendary trainer, you’ve come to Soleil to live up to your predecessors legacy…or perhaps, surpass it. You can use any trainer from the franchise that fits you, or create your own.

The sea is your home, and Soleil is the land closest to the sea. What’s not to like?

It’s been a long life. Before you settle down in Soleil and spend your golden years, you’ve decided there’s still time for one last adventure…

You’ve bought your fanny pack, water-proof camera, sun-screen, Venomoth spray. (You’ve read Venomoth drink blood in Soleil) You’re truly prepared for anything, at least according to this guide-book you bought.

Soleil Ranger
Soleil Pokemon Rangers are some of the toughest around, and you’re no exception…you’ve agreed to act as both guide and fellow competitor to a group of trainers traveling around Soleil.

The Soleil Region is home to Pisolite town, famous for it’s devotion to art and learning. You’ve planned a trip there for some true inspiration.

Soleil is famous for it’s fishing and watersports. You’ve come to land the big one!

The region your character comes from has no mechanical effect, but it’s obviously fairly important-for example, your starter could originate from the country you came from, and the pokemon you know by experience would also reside in that region. For judging your own knowledge of the world, merely take a look at your home regions pokedex-pokemon are listed in order of rarity, starters non-withstanding, so you can always assume at least the first fifty pokemon would be known to you.

If you make a custom region, merely match the environment of that new region to a canon starting region.

[Canon Starting Regions]
Kanto (Mild Temperate, Plains and Rolling Hills)
Johto (Mild Temperate, Lots of Forests)
Hoenn (Equatorial, Lots of Water-climate is similar to Soleil to shares a pokedex)
Sinnoh (Cold and dry climate, High mountains and deep caves)
Kalos (Varying European style climate akin to France-temperate and rainy in the East, frigid in the West, a good spot in the middle)
Unova (Much like Kalos, has a varying and unpredictable climate similar to the Northeastern United States-prone to strong seasonal changes.)
Alola (Tropical island similar to Hawaii)

=Regional Variants=
Tropical Sandile
The sheer amount of warm beaches in Soleil is pure paradise to the common Sandile species, imported here as pets from overseas, many escaped or were released. Over the last few decades, they have adapted to living and hunting in an aquatic environment, shedding their onerous dark typing. Now, Sandiles and their evolved forms are some of the most common predators in Soleil, a danger to unwary trainers when hungry, which is often. They often lurk under the water, disguised as logs, before leaping out in ambush.


Trade Intimidate for Dry Skin
Trade Anger Point for Mud Dweller
Trade Deep Sleep for Gulp

Hm/Tm changes
Changes all tutor/tm moves to those owned by Mudkip+Evolution’s.

Capability changes
Overland 5, Swim 6, Burrow 2, Jump 1/1, Power 2,
Gilled, Fountain, Naturewalk (Wetlands), Underdog

Move List changes
1 Leer – Normal
1 Rage – Normal
4 Bite – Dark
7 Sand Attack
10 Torment – (Changed to Mud Shot)
13 Sand Tomb – Ground (Changed to whirlpool)
16 Assurance – (changed to Mud Sport)
19 Mud-Slap – Ground
22 Embargo – Dark (Changed to Mud Bomb)
25 Swagger – Normal
28 Crunch – Dark
31 Dig – Ground
34 Scary Face – Normal
37 Foul Play – Dark? (Change to muddy water)
40 Sandstorm – Rock (Changed to Hurricane?)
43 Earthquake – Ground
46 Thrash – Normal

Tropical Delbird
Another ‘tourist’ pokemon, Delibird were brought to Soleil by accident-The Tropical Delbird is actually native to far away Alola, where the species adapted to it’s harsh climate in unique and surprising ways-some attribute it to mimicking humans. A tropical delibird has markedly different coloration and typing-having adopted the water type, in exchange for the ice type. Tropical Delibirds adaptation has allowed them to shift their ‘sack’ tails into surfboards, allowing them to ride the waves, which is their favorite pastime. While they are not as charitable as their Arctic cousins (they can escape from thing they don’t like far easier), they still carry both treats for their friends, and ‘presents’ for their enemies. These pressurized explosives are aquatic in nature, and the treat in question is actually a a pastry known as ‘Malasada’-which are popular in Alola-jokes about it’s origin aside, it’s completely safe to eat, made from a concoction of berries, nuts, flour and ingredients the Delibird gathers and cooks itself over nightime campfires, to delicious perfection.

Pelistorm! (Water stone?+Pelipper)

Pelistorm is much swifter than it’s previous form-it’s well suited to the stormy climate and rough seas of Soleils oceans, and prefers to supplement it’s diet by catching fish with ferocious dive-bomb attacks, plunging from the sky into the sea.

Base stats
HP 8
DEF 10
SPD 10

Custom moves

Move: Hurricane
Type: Water
Frequency: Daily x2
AC: None
Class: Status
Range: Field, Weather
Effect: The weather changes to a Hurricane for 3 rounds. While it is Hurricane-ing, all non-Water Pokémon lose a Tick of Hit Points at the beginning of their turn. This also acts like Rainy Day.
Contest Type: Tough
Contest Effect: Sabotage

Move: Tropical Present
Type: Water
Frequency: EOT
AC: 3
Damage Base: See Effect
Class: Physical
Range: 4, 1 Target
Effect: Roll 1d6; Present has a Damage Base equal
to twice the result. On a result of 1, instead of taking
damage, the target gains 20 Hit Points.
Contest Type: Cute
Contest Effect: Inversed Appeal

A user with this move also gains the ability to produce the a random beneficial food item once a day.

1-5 Candy Bar, Honey, or other minor snack (+5 HP)
6-9 Enriched Water
10-12 Soda Pop
13-15 Lemonade
16-17 Leftovers
18 MooMoo Milk
19 Full Healing Snack
20 Roll again, on 20, rare candy!

Gypsum City
Sunshine Cafe
A small, trendy looking restaurant-over the doorway, under a green and white striped awning, is a sign reading “Sunshine Cafe”, with a skillfully rendered image of a SOLROCK wearing a sun-hat beside it.

A sign by the side of the building advertises this as a ‘Battle Restaurant’-where clients and staff enjoy both excellent food and pokemon fights.

There is currently a red-rope separating the street and the side of the building, leading into the entrance of the cafe, and a line of people wanting to get in stretches all the way around the corner. Almost all of them seem like pokemon trainers of some sort. As you watch, almost as many are turned away by the pair of door-bouncers, as are let in with a familiar nod or a flash of their I-Dex. It seems you need a reservation, or perhaps just the right reputation, to get in here.


Around the back of the building, after the line ends, there is a small patio area enclosed with a chain-link fence. You can see a few waiters and waitresses in trendy white, orange and gold striped uniforms are resting with their pokemon, chatting, and tending to injuries during their break.

PlusPower Superstore
The perfectly alliterative sign in front reads-“Pluspower Superstore! Seven stories of super savings!”

It lives up to it’s name-it’s a huge department store, at least nine (?) stories tall. You can feel your wallet getting lighter just looking at it.

Stepping inside rewards you with a blast of free air-conditioning, and a look around-it’s a massive white stone room, decorated with a large fountain in the center spraying water. The fountain is designed with a low wall, to allow trainers to bring their water pokemon to play…there must be at least a hundred people on this floor alone!

Access to other floors seems to be from either stairwalls or two big, and quickly filled, elevators set on the opposite side of the atrium. To the side of the elevators is a help desk which helpfully lists the floors of the building…

9F: Rooftop Rest-Stop
Getting to the roof can be considered quite an accomplishment! Enjoy our vending machines, dining area, and a beautiful panorama view of Gypsum City proper. Complimentary flight decks are available for trainers wishing to stretch the wings of their pokemon a bit.
8F: Corporate (Restricted)
Reserved for VIP guests and the legal team, not to mention the owner.
7F: Fine Dining
Enjoy our in-house Mach’Onalds, Tank-King, and KFT!

Stat suppressant ideas
Pomeg Juice
The sweet and spicy flesh of the Pomeg berry is irresistible to certain pokemon, but it can have adverse effects-eating a full dose of the berry in a medicinal form, tends to make the user more hyperactive and skittish, harming their ability to concentrate and keep composure.

Kelpsy Extract
Often boiled into a food extract, raw Kelpsy is renowned for it’s delicious taste, and it’s ability to calm the user-some trainers deliberately use Kelpsy as a medicine to calm the temper of vicious pokemon, or to let their own capabilities flourish.

The Sweet and Spicy Qualot is usually mashed into juice, and is considered universally delicious. It’s somewhat of mixed reputation as a medicine-it’s enjoyed by pokemon, but makes them more defiant and wild, harming their ability to properly defend themselves. For trainers attempting to bring out a pokemons other traits, however, this can be a gift.

A rare berry and a royal gift, often used in powder form for a variety of uses. When consumed, it dulls the mind with it’s delicious taste, while at the same time fueling a heightened sense of confidence-it’s quite addictive, and used by certain trainers in this way to fashion pokemon in certain ways. Some historians say the Hondew berry may have historically contributed to the collapse of the Roman Empire.

Sweet and tangy, eaten raw or in juice-Grepa berries used medicinally have a heightening effect, making pokemon bolder and more eccentric. Over time, however, this harms the intellect, and ability to predict and defend against energy attacks by making them more reckless.

A popular fruit eaten by humans-very delicious, and used in many foods and sauces. Tamato sauce, when fortified, makes a pokemon calm, patient, and generally more relaxed-this adversely affects their reaction time, however speed is often sacrificed by trainers for other, more preferential attributes.

6F: Z-Move BaZaar (Closed for Repairs)
Turns out Z-Moves can be quite…destructive. Repairs are on-going.
5F: Pluspower Pharmacy
Better living through chemistry!
4F: Bargain Bin
A bit of everything, and something for everyone, all at affordable prices.
3F: Electronic Kingdom
TM’s and gadgets galore!
2F: Trainers Central
Everything a Trainer needs to be the very best.
1F: Fountain Atrium
Come relax at the fountain with your water pokemon!
1B: PlusPower Battle Zone
Battling in the store is prohibited after the fiasco on 6f-trainers wishing to battle can purchase match time in the holographic battle-suites. All battles are monitored and adjudicated by Soleil League officials.
2B: Storage+ (Restricted)

(TLDR, all items are available here…at 50% markup!)

Coupons and Frequent buyer rewards
PowerPlus Member Card (Available free, to any trainers who spend at least $2500 a single trip)
Earn points toward rewards for every $1 spent
500 pts=$100 gift certificate
1000 pts=$250 Gift certificate
10,000 pts=$3000 Gift certificate

Population (Top 5)~
The amount of construction going on in Gypsum city has attracted and supported a strong population of Timburr and their families for generations-these powerhouses are mostly domesticated, and easy for any visiting trainer to pick up. They can be easily aggravated (especially if visitors litter or try to damage or deface their city), but highly intelligent and mostly friendly toward humans. Many Timburr and Conkeldurr try to help visitors who get lost or in trouble, if they can, especially against the native Cubones.

The lack of strong building material outside of the city makes their population very centered within Gypsum, and they have a strong sense of protection toward it, and it’s people, and humans in general.

The rest of their line can be found spaced out in the city in the assumed configurations.

Imported digitally from the genius poke-coders of Silica vale, it’s said Gypsum city has the largest population of Porygon in the entire world, though it’s still quite small compared to other species. They help run the cities massive computing needs, manning databases and electronic devices for the Battleworld and local businesses.

Wild Porygon are relatively rare-most trainers who wish to get one usually have to purchase or win them from the Battleworld-but occasionally Porygon find themselves homeless, usually due to glitches, viruses or merely their owner going broke. When this happens, wild Porygon can be found wandering in and out of technological devices and the real world of the city, their designs completely unknown. There’s usually quite a bit of money to be gained in retrieving them.

The presence of the skull-helmeted pokemon is fairly common in Gypsum city, though their origin is unknown-it’s thought that their is a Marowak graveyard in Soleil, though no one has ever found it. Cubones are far less friendly than the Timburr of the city-they live in clans, stake out parts of the city, and are generally seen as pests and troublemakers, stealing garbage, food, and tools for their own use. They are slow to trust humans, and not popular to catch due the abundance of water types in Soleil.

Cubones and Timburr clans have a tense relationship in the city, and occasionally clash.

Marowak are rare in the city, often serving as clan leaders.

An unusual population of Burmy can be found in Gypsum as well, hanging from the cities many high towers and centered in Concord park. Due the to heat of the region, Burmy cloaks are very thin and cool, designed to keep out moisture and not cold.

Burmy are common-they usually feed on anything they can find on the ground-these city dwelling ones are almost always found in their trash cloaks.

Wormadam are as common as Burmy, most of them serving as ‘den mothers’ to large numbers of Burmy.

Mothim are almost never seen in the city proper-as soon as they evolve, they wing North towards Tresilio town, and it’s abundant sweet treats, only staying briefly during the stormy season to breed.

Swarms of these tiny bell-pokemon are fairly common in Gypsum-especially during the stormy season, where the eaves, porches and various nooks and crannies of the metropolis keep them from being blown out to sea. They are often found huddling in huge numbers, their musical chimes providing a soothing background music to Gypsums chaotic hustle and bustle. They are generally peaceful, though if frightened, their timid natures may cause them to lash out. Offering them berries and vegetables is a great way towards friendship, particularly Colburr berries-Chingling have a hard time finding enough food in the city, usually having to choose going hungry, over being blown away. Feeding a swarm of Chingling will likely get you a happy chorus of bells for your efforts.

Chingling themselves are very popular to catch for local trainers planning on challenging Fighting type gym in Port Barchan.

Their evolved forms are almost unheard of in the wild-most of them are put to work in the local hospitals and poke-centers, or snatched up by local trainers.

Route 301 (Journey begins!)
A well traveled and popular route, with equal terrain between grassy flatland, small streams, muddy brooks and stands of mossy trees-it runs along the shore of the famous Lake Origin, favored by anglers worldwide. The main [aved road stretches off North to port Barcham, and there’s often heavy traffic from tourists and delivery trucks.

The Western road is much less traveled, but kept in very good condition.

Populations (top 5)
Usually residing in cold mountains, Soleil Gligar are adapted to the warmth, and live in the hollows of huge, ancient trees-winging forth at night to hunt grass and bug types, with whatever else they can bring down…viewed as a threats by humans, since they enjoy harassing and playing with travelers along the well-traveled route 301. Gligar do not prey on or attack humans, however, their ‘playfulness’ is usually seen as such.

Gligar in Soleil are stronger flyers than those in other regions, and their pigments are dark blue-what is considered ‘shiny’ in other regions, whereas the pink Gligar is considered ‘shiny’ in this region.

These doofy looking rodents are common along all the waterways of route 301, in big happy buck-toothed families. Trainers looking for an easy catch should note that, while docile and friendly, they are very protective of one another. They are usually preyed on by Gligar, Quagsire and Stunfisk.

Soleil Bidoof are much thinner and puffy than Bidoof in other regions-they shed most of their coat easily to survive in the warmer region.

Few Bidoof are brave enough to evolve in Bibarel in route 301-the generous population of Stunfisk makes such living dangerous.

Common to the soft grasses of route 301, Zizagoon are found in small families or alone-the plentiful food allows their population to boom. They are usually preyed on by Gligar, and pretty much everything else. This doesn’t make them any more timid or aggressive-their relentless curiosity is usually the death of them.

A good reason to watch your step on route 301, as predatory Stunfisk lie under the mud and in the river banks, waiting for prey (or merely funny looking humans) to step by and get zapped.

Stunfisk are both plentiful food and plentiful prey to most pokemon in Soleil-usually determined by whoever gets the first shot off. Quagsire, immune to their shocks, enjoy stomping around the mud and swallowing them whole when uncovered.

Due the plentiful numbers of Stunfisk, Mud Sport is a common defense move used by pokemon in route 301.

Occupying the same niche as Stunfisk, between river and land, Wooper are usually timid and quick to flee, on land or water-nearly everything preys on them, and not many live into adulthood or evolution.

When evolving into Quagsire, however, they become highly successful ambush predators-which is another good reason to watch your step! Some Quagsire grow large enough to consider humans a good meal, their mood only being generally amiable if they have fed recently. Though they are usually too lazy to chase anyone smart enough to run.

Route 302 (Soleil Highway)
Running along the coast, this route is dominated by a big highway, usually filled with the rumbling of cargo trucks and tourist buses head back and forth between Port Barcham and Gypsum city-a great many roadside shops and cafes had sprung up to serve these travelers. Most pokemon steer clear of the road to avoid getting mashed, only passing through the small tunnels dug at certain intervals to allow them to get by safely. These tunnels are popular hangouts for trainers looking for an easy catch, since pokemon are more or less guaranteed to show up. This route is rich in pokemon generally, though certain species are being driven out because of it.

Pokemon rangers work hard on route 302 to manage the problems the highway has brought upon local pokemon.

(Urban) Spearow
Having driven out most competing flying-types with their numbers and aggressive nature (Spearow and Fearow are slow and clumsy flyers, meaning other predator birds are their worst enemy), Spearow and Fearow are a common nuisance on route 302. They harass travelers for food, sometimes stealing sandwiches from the hands of passing tourists as they walk-or even if they ride in a bus or a car with an open top, if they want to show off. It’s not hard to catch one by itself, but anyone approaching an area they claim as a nesting ground will likely have to fight dozens of fanatical, scrubby little birds.

They eat whatever they can get, and Budew are a favorite treat-so much they are slowly driving them to extinction. Bulbasaur can put up much more of a fight, but usually end up the same way.

(urban) Elekid
In ancient times, Elekid and Electabuzz would follow the thunder and lightning of Soleils infamous stormy season, feeding off it’s rich electrical soup. Route 301, with it’s recent massive uptick in power generation and consumption, has become their new favored ‘hunting’ ground. They freely drain off electrical energy from anything they get their hands on, and their population has exploded as a result. Huge swarms are known to approach parked cars and drain their batteries dry in a few minutes dry, before dashing back into the brush mischievously.

It’s feared the Electabuzz will eventually gravitate into Gypsum city proper and become a major problem. Rangers have begun to go out of their way to try and tame their migrations and growth rates

Few things prey on Elekid directly (the local Sandile are an exception), and likewise they have little need for meat with so much raw energy at hand-though occasionally, a local stunfisk makes a rare treat.

(Forest) Bulbasaur
A relatively small population that existed long before on route 301, Bulbasaur are even less common now-mostly due to the pollution generated by the highway. Still, their population is small, but mostly stable, as they have found ways around needing merely clean air and water-Bulbsaur on route 301 are much more aggressive than usual, as they have to supplement their diet with fresh meat much more often. They will even occasionally attack humans, which is usually unheard of.

Bulbasaur have taken a protective role toward the local Budews-they have a symbiotic link, where Budew help influence the plant bulbs that nourish them, and Bulbasaur help defend them against predators. They are, in fact, quite brave in this manner-which has only given trainers wanting to catch such a popular species of pokemon further incentive.

(beach) Sandile
Living exclusively on the Eastern beach-side of the route, Sandiles have taken much the role of Sparrows-opportunistic scavengers of castoff food and garbage, or whatever else they can nab. They are relatively untroubled on route 301, having few natural predators-they in turn prey exclusively on the local Elekid and Electabuzz populations, whom they literally can’t eat enough of-they do not use their usual ambush tactics, preferring a more direct approach. They steer wide and clear of the grass types, of course-since, some Bulbasaur will hunt them back in desperation.

Sandiles and their evolutions on route 301 are notoriously grumpy and territorial, even for their kind-it’s believed the vibrations from the many passing trucks, cars, and buses (Which they can feel for many miles) keep them from getting proper sleep, and collapse their nests, among other problems. Thus, Rangers work hard to merely keep them away from inquisitive humans.

(Grass) Budew
Native to route 301 in formerly large numbers, Budews population has as of late begun to plummet due the invasion of hungry spearows, and effects of water and air pollution caused by the the highway. Growing increasingly rare, Rangers have tried to protect what areas they still have, and to make sure they have clean sources of water-without Budew, most of the greenery Soleil is famed for would wilt and die. They have begun to tend to their flocks with love and care to influence the growth of more Roselias, and to acquire numbers of shiny stones to further evolve them. Budew and their evolutions are officially protected from direct capture (Ranger Guides are available to offer a friendly alternative), though this is not always able to be enforced.

Budew are preyed on Spearow a, as noted-the flying types cannot resist such an easy meal, and Spearow often kill more than they can eat. Zizagoon and Gilgar from the nearby route 301 are also common foes.

Budew are friendly with the local Bulbasaur, being in much the same position-they are usually found traveling or merely resting in the sun together. If the Budew are threatened, the Bulbasaur respond angrily.

Route 303 (Beach Road)
A pleasant and scenic beach route leading away from Port Barcham, and it’s noise and smoke, many tourists and trainers who are perhaps wiser chose to take the path here, rather than boarding a bus to Gypsum City. The path is entirely foot traffic, as there’s not enough people living in Coralsand to justify building anything bigger. As such, there is minimal disruption to the local pokemon.

Rare (Piplup)
Originally a captive population stored in Battlezones ‘Ice World’ exhibit, a mass power outage some ten years ago caused a bizarre outbreak of Piplups in the tropical region as they escaped. It was expected most would either be safely captured or safely eaten soon, but to the surprise of researchers they managed to survive and adapt to the harsh climate-now, they tend to spend most of their time at sea during the day to keep cool, and have begun to evolve special defenses against the heat. The cool valleys of route 303 are a natural home for them.

Soleil Piplups and their evolutions are still as fiercely proud as their lineage indicates, and mostly solitary-they are very difficult to find, and much sought after.

Most of those that reside in the Soleil region rely much more on flying type moves-their wings are much larger and stronger as a result. It’s thought one day they may even change typing!

Common (Sandile)
A large population of Sandiles basks in the soft sands of route 303, markedly less grumpy than the ones in 302. They usually make migrations here to raise their young in peace, and if a Trainer wishes to approach them peacefully, this is a much better place to do it-they are still predators, however.

Common (Wingull)
Big surprise!

Common (Shellos)
So called ‘Southeastern Sea’ Shellos are marked dark green, with a teal underbelly and spots-they have two horns, and back roughage that resembles kelp, their favorite food. They are found dotted in tidal pools all along route 303 in great numbers.

Shellos are very docile pokemon, and love being fed and petted (you might want to wear gloves, however). Many seem to hang around the most scenic bends of route 301, just waiting for people to show up!

Shellos are preyed on mostly by Carvanha, which is why they tend to stay near the shore.

Belying the beautiful waters are the large numbers of hungry Carvanha lurking just under the surface-they tend to attack whatever they can sink their teeth into.

Route 304 (Palm Road)
A well traveled central Soleil route, the Palm Road is a long track that runs along the coast-given the busloads of tourists many memorable sights. It’s not quite as well developed as the Soleil Highway, and most off-road paths are not paved-thus, most people who travel this longer road grow quite bored and uncomfortable, and it’s usually preferable to take a tour boat from Gypsum. Most shops, small towns, and rest stops here have steady, if not profitable, business. It is often bombarded by heavy storms, even hurricanes.

As such, it’s much better for trainers-less disruption to the local wildlife, means more wild pokemon to catch.

Route 305 (Glades Road)
An old road, rarely traveled more than one way-the Glades road is a winding path that cuts through the middle of the Eternaglades, the massive swamp that makes up the Southwest of the Soleil. Given the rough path, few travel it-most visitors go to Cape Corsola by way of ship.


Route 306 (Leafblown Path)

A lingering and twisting route heading into the swampy forests North of Zydeco, all the way to Tresilio-though the path is well traveled it is a long, grueling march, only fit for experienced trainers. Most tourists favor a short and pleasant flight from Zydeco.

Route 307 (Sunset Coast)

Weather Chart
Sea Season
33% base chance

Roll 1d100
rain 70%
sun 15%
wind 15%

Sun Season
50% base chance

Leaf Season
50% base chance

Storm Season
25% base chance

Roll 1d100 for strength
70 lv 1
20 lv. 2
10 lv. 3

Sea Season
Week 1/Month 1
Day 1~5
Clear/Clear/Clear/Sun (lv.1)/Clear

Week 2/Month 1
Day 6~10
Rain (lv.1)/Clear/Rain (Lv.1)/Clear/Clear

Day 11~15
Clear/Rain (lv.1)/Rain (lv.1)/Clear/Sun (Lv.1)

Day 16~20
Clear/Clear/Clear/Clear/(Sun lv.1)

Month 2
Day 1~5
Wind (lv.1)/Clear/Rain (lv.1)/Clear/Sun (lv.1)

Many routes converged through many paths, on foot, rail, sea and sky, to end up in the dusty airport lobby in Orre, home of the long defunct pokemon league-just on the horizon, you could make out the spires of the abandoned amphitheater that once held roaring crowds, almost 20 years gone now. It was here you boarded the plane to Soleil, along with more than 30 other trainers-all of you signed up the Soleil league, so this ticket was free.

The plane that touched down looked old fashioned-tarnished silver, with a blunt nose and two propeller driven engines, like something out of the 2nd Great War. On the tail there was an insignia of of two ’A’s (One silver, one gold) with a Pidgeot soaring up in between them. Still, the pilot seemed quite skilled-they touched down with a hardly a bump, and rolled up the terminal in hardly ten minutes.

Looking out the windows as you smoothly took off, you could really only see endless miles of water less desert and scrub brush. Truly the middle of nowhere! People say there’s almost no wild pokemon in Orre, but is that really true? Maybe no one has looked hard enough…thinking about adventures best saved for another day, you turned your thoughts to your destination.

Soleil, land of the Sun.

The airplane rattled a bit, hitting turbulence. If you weren’t sleeping, it probably woke you up. If you were the white knuckle sort, you’d think the plane was about to crash (again). Otherwise, you probably didn’t notice it much.

You could finally see the beach white and dark green coast of Soleil coming into view.

A womans voice crackled over the intercom. It sounds pleasant, and a bit bored.

“This is your pilot, Ariel Thofen speaking. We’re about an hour from landing. Due to some…complications…we’ll be diverting from our landing at Zydeco, to a little place right outside of Cape Corsola. That is all.”

…You could barely find Cape Corsola on your maps. It’s a very small city far to the South of Zydeco…not the greatest start to your grand adventure. A pretty hostess with a drink and snack tray rattled down the aisle, no doubt well timed to appease any incoming grumbling. After about thirty minutes, you heard the pilots voice once more.

“We’ve begun our descent-we’ll be landing in a short time…buckle up, store your containers in the overhead storage, and recall those pokemon. And, thank you for flying.”


The airport you found yourself stranded in has no terminal-Ariel Thofen dropped you right off on the runway, running anyone left on the plane out with harsh commands, and her Braviary flapping it’s wings aggressively towards anyone trying to linger. Your team and about seven others, both duo and quad league, even a few solos, are herded to a nearby hangar. A rusty sign nearby read ‘CAJUN AIRFIELD/19’. A few disinterested looking Spearows glare down at the party from atop lamposts and roof tops, no doubt eager to wet their beaks if you’re game. Aside from the landing strip, wide enough only for a single plane, there are about six hangars on each end-a single dirt road spiraling off from the front gate-and miles of scrubby swampland in every direction. The sky is…

And so you find yourself, with minimal direction, left to your own devices. The group in the hangar mills about, some already leaving to explore, others mingling with other trainers, or heading to the nearby mixed mini-mart and pokemon-center, for supplies and directions.

What do you do?

Random Trainers
Workers, Pilots (All flying types)

30% Spearow
20% Grimer

Nearby Trainers
There is a number of fellow trainers here on the plane…their reactions are, as you can imagine, varied-indifference, hostility, calculation, friendliness, and curiosity. The only way to really know someone is go and speak to them.

Quad League Teams (These teams are in direct competition with yours, which could make for ‘interesting’ conversation! All of them are easy to point out-like your team, they’ve made some effort at coordinating their gear and uniforms. Some better than others-a few teams are clearly using thrifty store bought and hand-made gear, while others are walking corporate sponsorship’s, and some are clearly wealthy, wearing designer uniforms. Approaching one of them requires approaching the team as a whole)

[Quad League Teams]
QLT Sparkle
Team Sparkle is composed entirely of young, fetching women in high fashion. Fashion seemingly doesn’t account for taste, however. They wear matching pretty pink dresses, matching floppy pink hats, matching pretty pink pokeballs…pink socks and pink shoes, pink duffelbags…you can’t tell who is leading this team, since they seem to have been squabbling between each other during the entire flight over every little thing. Currently they are squabbling about having their flight re-directed. They seem to have all released their pokemon-all fluffy looking types-who are also squabbling, much like their trainers are.

QLT Phobia
Despite their team name, they don’t wear all black-the three men and the single old lady, look like a bunch of professors. Most of them actually seem to be intelligent types, probably psychics (the levitating spoons a dead giveaway), and are often discussing complicated things, like the theories of ultra space, and the properties of infinity energy…their leader is almost certainly the old woman, who seems to settle any argument with a single quiet word. She has a cute little spherical bird pokemon sleeping in her lap-green, with yellow, red and black on its wings and feet.

QLT Cinder
It’s hard to take people seriously when they wear all red. This team, composed of two men and two women, seem to prefer comfy shorts or skirts, golden belt buckles and the ever popular crocs and brown socks. They also wear hoodies with tiny horns on them, or those might be cat ears…they probably prefer if you think of them as horns. You think this team might have two leaders-one pair of the men and women, seem very close to one another, seem to lead any conversation, while the other two merely follow along. They are mostly talking competition and strategy. None of their pokemon are released.

QLT Goodra’s Pasta
Definitely on the cheap side, they are dressed in crisp white shirts, jeans and caps. All bearing the logo of Goodra Pasta-it depicts a smiling Goodra offering a pasta bowl in one hand, and chop sticks in another (A minor regional difference a perceptive person would notice here-the Eastern world Goodra logo has chopsticks, while the Western world logo has a silver fork)….still, they seem to be a pretty cheerful bunch, composed of three women and a single man, who also seems to be their leader-the youngest of the women has a resemblance than implies they are related, as do the other two women, who are likely sisters or cousins. They sound very excited to be visiting Soleil, perhaps even more then fighting the league challenge. The youngest woman has an insect sort of pokemon with a horn on its head, nesting in her hair-despite it’s spidery nature, she shows no fear-occasionally giving it a comforting touch, or words of encouragement.

Duo League Teams (There are fewer duo teams than either Quads or solos-most of them seem to be very close to their teammate, which could make introductions awkward. Two’s a company, three’s a crowd…still, they’re not your direct competition.)

DLT Pizzachu
Wearing familiar red, black and yellow delivery uniforms with pikachu ear ball-caps-after all, who hasn’t ordered Pizzachu? They seem to have franchises all over the world! This team consists of two young women, obviously chosen because they look good in the uniforms. One is pretty clearly asleep, while the other is merely waking up from a doze-they must have had a long trip before the flight. A similarly sleepy looking, blue bird pokemon is waking up in her lap. The other woman seems to be trying to wake up her companion now.

DLT Game Freaks
Two older men, wearing expensive looking black jackets with blue piping. They seem completely absorbed in some sort of hand-held game systems, and both of them have a Eevee with them, curled together on the floor-the pair gets along well, sharing a bowl of berries between them.

Solos (These are more numerous than either the previous two teams, and most of them are probably eager to talk.)

Random Encounters

Team Leaf
Wimpodia Article

Team Leaf was recently generated as an entity from a collection of ‘ecologically conscious’ teams and groups, merging into an alliance of sorts. While relatively new, the cause of fighting for and preserving Soleils ecology is an old one, stretching back to the Native Soleilelans who greeted the first settlers hundreds of years ago. Their stated goals are to preserve nature and minimize the effect of human settlements on pokemon populations-in this capacity, they are often spotted engaging in field research and community outreach. While the Team maintains a fairly positive public outlook, there have been reports of members of the team being overzealous in their efforts to protect the natural world.

The Team is led by the Trainer known also only as Leaf-a famous, if often overshadowed, Kantoan trainer of Legend. It was in large part to her personal efforts that the team was formed of such disparate and often squabbling groups-she claims the name for the team was chosen by popular vote from the people she had inspired, not by herself.

Team Gear
Founded before the War by a collection of laborers, engineers, scientists and general innovators, this group has existed in Soleil as an entity for many generations-they stand for progress and human endeavor in all things, always driving Soleil to build bigger, better and smarter-they maintain the forces that allows business and tourism to flourish. Team Gear is more properly the martial arm serves as a pseudo peace-keepers in many regions of Soliel, protecting settlements and people against all sorts of dangers. They usually work hand in hand with local security and police forces-many of them can claim deputy status, with powers of arrest and warrant tending. Team Gears endless battle against lawless criminals, and dangerous wild pokemon is ongoing. Progress has come at a cost, however-and protests have sprung up against them and their methods-which while very profitable for soleils people, have begun to extract a toll from the environment. The newly formed Team Leaf has already gotten into several scuffles with them, and it’s believed things are going to get worse…

The Team is led by a Trainer known as Cordovan, son of two gym leaders, and a well known engineer himself-while relatively young and newly appointed, it’s believed he has the capability to lead the group into the future.

Reunion-Lore Notes
The Shambler

[spoiler=Character Name the Character Class]
Hero Name: (<—-)><—-)>

Score Increase[/b]

Each of your stats increases by +1.


+2 to one stat, and +1 to 2 separate stats.

Aventi are the shortest lived aquatic species-they age much like humans, reaching a measure of maturity at 15, and rarely living longer than a century.

Most Aventi have strong lawful good ties, in honor of the God who saved them.

Aventi usually stand from 5 feet to a little over 6 feet in height and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women.

Your base walking speed is 25, and your swim speed is 35.

Aquan, One Free Language of your choice

[spoiler=Sea Elf]
As a Sea Elf, you likely live in an underwater community, close to large reef-no lovers of the deep sea, your people prefer to be close to the sun, with potent stocks of fish and game to hunt. Sea-Elves are typically boisterous and arrogant-enjoying combat, revels, and excitement for it’s own sake-this often brings them in conflict with their neighbors, though not always intentionally.

Sea elves (or Quessari, as you call yourself) have greenish-blue skin on your back, with much lighter skin on your belly, ranging from white to soft pink. You have striking black markings on the side of your body-these symbols are called a “Ques’Leyan”, or ‘lifelines’-and are made of smoothly flowing, dark black lines, loops, curves, dots, dashes and starbursts-among other symbols. They mirror each side of your body, and as you grow, the figures become more intricate and detailed. A Quessari who lives to a healthy age (around 200) will have a Lifeline from the bottom of their feet to the top of their head, whereupon it loops back around, and begins to grow downwards in a new configuration. The very oldest of the Sea Elves can have five or more of these of these-usually one fully developing every 200 years or so.

Your ears are delicately pointed like those of land elves, and in most ways you embody their slim frames, and exceptional beauty and grace. You have webbed fingers and toes, and a strong, lithe body adapted to swimming. Often, you will usually wear clothing woven from undersea plants, decorated with coral, shells, and pearls.

Sea Elf adventurers are fairly common-with no borders and no hidebound society to hold them back, the only thing that really holds a Sea Elf to home is his family and clan. They can be found ranging the width and depths of the Deep Reaches at will, often traveling for no other reason than to see something new or fighting something exciting. Few are truly nomadic, however-many have a strong attachment to home and family.

Your peoples recent history has been quite…exciting, to say the least. Your people have been fleeing across the sea for many generations, mostly from the Tritons. When the Tritons attempted to conquer the Deep Reaches, however, around 30 years ago…the Sea-Elf Tribes finally banded together and inflicted a crushing defeat on their legions, eventually sacking their city of Scyllus, enforcing a tenuous peace that holds only just, to this day. The losses in the war were so severe that none of the old clans were left-five new major clans rose from the muck, claiming a portion of the Deep Reach for themselves, while many smaller or much reduced clans merged, and joined under their banners. How long this present era of peace will last is unknown…but, when it does, your people will be ready.


Score Increase[/b]

Your Dexterity score increases by 2

Sea-Elves can live easily twice as long as normal Elves, though they mature at much the same speed initially-reaching physical maturity at 20, and being considered an adult by 120, and living anywhere from 600 to a 1000 years afterwards.

Most Sea-Elves are strongly chaotic, reveling in freedom and only paying token attention to things like ‘law’ and ‘order’-most of them are also goodly aligned, though sometimes their pride turns their hearts to darker aims. Sea-Elves tend to be creative and inquisitive, making natural artists or explorers-they hardly need a reason to do these things, however, and are often ultimately aimless-living in the moment, rather than caring for a distant future.

About the size and weight of a typical human, from 5-6 feet and 100-200 pounds, Sea-Elves only lack the imposing frames of their land bound cousins, but not any of their other gifts.

Your base walking speed is 25, and your swim speed is 35.

Fey Ancestry
You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.


You can see in dim water within 60 feet of you as if it were lit by a bright light, and in dark water as if it were dim light. You can’t discern color in Darkness, only shades of gray. This ability only works underwater.


You have proficiency in the Perception skill.

Aquan, Sea-Elven

Seadwarves resemble Land-Dwarves in most ways, being short (at least when young), stocky, and grumpy- prone to hoarding wealth (though their idea of wealth is in something different than what you’d think), working crafts, and hiding in their fortresses. Typically, as a Seadwarf you will have greenish-blue, dark blue, or even purple skin-with hair and a perhaps a beard colored mustard yellow, bright red or dark green, akin to the hues of exotic seaweed. You will never truly stop growing in your life-you have tough, rocky skin that attracts various commensal organisms as you age, such as barnacles, anemones, starfish, and eventually corals that house small fish, crabs and others. These are considered more as treasured pets, or a part of your own body and soul, than nuisances to be scraped off, and the oldest of the Seadwarves have a near ecosystem of marine life living on and around their bodies. The life itself has social meaning-six armed starfish are good luck, while those who attract eels are said to be untrustworthy. When you die-hopefully at a ripe age-your greatest honor will be for your body to be the edifice and progenitor of the new life that you once carried.

You call your race the ‘Aurirn’-but, you are called sea dwarves by surface dwellers. Your people can be found in a communities spread through all the layers of the ocean, from the deepest depths to the shallows.

Seadwarves most prized weapons and armors (along with their clothing and a good deal of architecture) are typically formed from what they call ‘living stone’-coral and metal aggregates grown over decades with the utmost care and attention. This material bonds to their user and develop over time based on the capabilities of the wielder. As long as the Living Stone is kept submerged in salt water from time to time, it will repair any incidental damage over night, and is otherwise immune to any of the wear and tear the sea would normally impose.

Seadwarves do not often venture from their Deephomes in search of adventure until they are mature and experienced, ready to face anything-young Seadwarven adventurers are often those who don’t fit into their society, for whatever reason. Leaving the safety of their cities requires a good deal of courage, in any case.

As for historical matters, the Seadwarves can truthfully claim they were in the Deep Reaches first-before the Sea-Elves came here fleeing the Tritons, and the Tritons came (not pursuing them, exactly, but spreading inexorably as Empires do), and the Aventi came in their sinking ships to build their tall castles that stretched above the waves. Before them all, they were here, carving ever deeper into the rocks. They played little role in the recent war between Triton and Sea-Elf, though it’s still whispered they provided the supplies and weapons the Sea-Elves used to defeat them. Their isolation has continued in these days, much the same as it ever has.

Score Increase[/b]

Your Constitution score increases by 2

Seadwarves live even longer than their land-based cousins, considered young until they reach the age of 150, they can live about 450 years.

Most Seadwarves are strongly lawful, tending to neutrality in moral matters-their natures are often solitary, and those raised strictly in the confines of the Oceanhomes often have a streak of Xenophobia and ingrained mistrust towards other thinking species. They are much more akin to Elves, however, toward the natural world-valuing and venerating all living things of the waters.

Seadwarves are taller and lighter than their land kin-standing between 5 and 5.5 feet tall and average about 100 pounds-as they age, they continue to grow larger and heavier, with tales told of those eventually reaching 12ft and 2000 pounds or more, at the terminus of their life. Your size is Medium, however-if you were that old, you’d be far too massive to be an adventurer.

Your base walking speed is 20 feet, and your swim speed is 30 ft. Your speed is not reduced by wearing heavy armor.


Accustomed to life under the sea, you have superior vision in dark and dim waters. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. This ability only works under water.


You have advantage on saving throws against poison, and you have resistance against poison damage

Combat Training[/b]

You have proficiency with the pike, trident and depth-club.


You gain proficiency with the artisan’s tools of your choice: Coralshaping tools, cooking
supplies, or mason’s tools.

Whenever you make an Intelligence check related to the construction of stone, shell, or coralwork buildings or crafts, you are considered proficient in the check and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Sea-Dwarves are effectively amphibious. They can breathe air and water.

You can speak, read, and write Aquan and Merdwarvish.

one of these subraces.[/size][/u][/b]

Shoal Dwarf[/b]
Troubles with the Tritons and Blackwater scourgs have pushed some Merdwarves away from the deeps-they have adapted to live in relatively shallow waters, constructing elaborate living forts and castles out of such places as living coral rock, giant discarded shells or sunken landwalker ruins-many of which eventually become artificial islands that attract land-based humanoids to live with them. Shoal Dwarfs are far more friendly than the rest of their kind, more kin to introspection and creativity, and living in the open air has made them more resilient and handy with weaponry usually favored by landwalkers.

Ability Score Increase
Your Wisdom score increases by 1.

Landwalking Adaptation
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


Deep Dwarves primarily reside in the darker waters, far from shore, residing in forts and cities constructed deep under the sea from either Living Stone or into the bedrock of the abyss itself, in undersea mountain ranges, where they make fantastic gardens of underwater life. Withstanding extreme pressures has made them stronger over time, and due to the many threats they face, they have a wider ranger of skills taught to them in underwater combat.

Ability Score Increase
Your Strength score increases by 2.

Merdwarven Militia Training
You have proficiency with light and medium armor, and shields. You gain +1 to-hit with all undersea weapons, and gain an advantage against all checks that would be used to impair your movement, or bind you physically.[/spoiler]
Longline Republic
The coming of the Triton Empire pushed many species out of their ancestral waters-many of these people would eventually form the Longline Republic, based around the Three Sisters Islands. Nearly every species can be found here, living in at least uneasy harmony-both landwalkers and seagoers living in close cohabitation.

Atropa: The Northernmost Sister, Atropa is home to many of the Darfellan remnant. A mostly calm place, at ease with the land and sea-remarked for natural beauty, both above and below.

Clothos: The Central Sister, Clothos is rapidly growing into an urban sprawl both underwater and overland-it houses many of the leaders of it’s various member races from time to time. A trade junction since ancient times, you can find almost anything here if you look for it.

Lahke: The Southernmost Sister, Lahke is a rough place-it’s people often trade with the people of Mireloud and the Veldt-insults, goods, and occasionally blades and fists.

Island of Dragons: Dragonkind all throughout the region visit this island for nesting their eggs and ‘racial diplomacy’-which usually includes fighting and mating, sometimes both-so, it’s mostly uninhabited by sentient beings, aside from Dragons and those who serve them-anyone else here is expected to be a troublemaker, and trespassers are usually eaten on sight. Technically part of the Longline Republic, if only because no one is interested in telling them to leave. Still, that never entirely discourages fortune hunters and adventurers from trying their luck at looting rumored Dragon treasure hoards…



+1 STR, +1 CON, +1 WIS, +1 INT
Summon Natures ally?
Proficient with all weapons
Natural Armor

Ice Cubes (Acid Splash)
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a hail of solid ice. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Saints Fire (Dancing Lights)
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus, or a small bioluminescent creature, like a deep sea glowworm)
Duration: Up to 4 hours
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
You can program the lights to behave in a certain way for a duration of up to four hours, choosing it’s direction, intensity of brightness, and color. You can have only one Saints Fire active at any one time.
Seacraft (Druidcraft)
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what condition the sea will be at your location for the next 24 hours. The effect might manifest as a golden pearl for calm waters, a fish for strong currents, a sinking ship for a storm, and so on. This effect persists for 1 round.
You instantly cause small seaplants around you to grow to maturity.
You create an instantaneous, harmless sensory effect, such as a strong current, the sound of a small sea creature, or the faint odor of blood in the water. The effect must fit in a 5-foot cube.
You instantly cause the waters around to grow slightly warmer or colder.
Steam Bolt (Firebolt)
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a gout of steam through the water at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)..
Mage Claw (Mage Hand)
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute A spectral, floating appendage appears at a point you choose within range, shaped like a seabird or crabs claw. The claw lasts for the duration or until you dismiss it as an action. The c;aw vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the claw up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds. Requires an DC10 arcana check every minute to sustain the claw above water.
Saltwater Spirit (Minor Illusion)
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (The wingbones of a seagull or similar seabird)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Landdwelling creatures take a disadvantage on this save.
Poison Spine (Poison Spray)
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a poison spine from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Sacred Light (Sacred Flame)
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A holy radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Murigheadh (Shillelagh)
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (A sharktooth, a seaweed bulb, and a spear, trident or javelin)
Duration: 1 minute
The spear or trident, or any other piercing weapon you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
Fan of Steam (Burning Hands)
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, fan of stem shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Farswimmer (Longstrider)
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small gemstone, worth no more than 10gp)
Duration: 1 hour
You touch a creature. The target’s swimming speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Steam Bolt: As Fire Bolt spell.
Salt Spirit: As Minor Illusion spell. Has an advantage for saves, against any non-water dweller.
Sea Strike: As true strike, can only be used when in water, on other beings also in the water.
Mage Claw: As the mage hand spell, but shaped like the claw of a sea-bird or crab. Can be used out of water, but requires an DC10 arcana check every minute to sustain.
Lantern Lure: As the friends spell, it beckons others into a state of easy agreement with a mystical light on the tip of your finger.
Saints Fire: As Dancing Lights spell, but you can choose to ‘program’ how the lights act for a period of time up to 4 hours, choosing it’s direction, intensity of brightness, and color. Tricky Sea-Elves love fooling land-walkers into thinking their wooden ships are on being engulfed in flames.
Ice Block: As acid splash, but does bludgeoning damage instead. As a pressurized sphere of solid ice, it’s quite useful against the undead who often rise from the Blackwater rifts-the damage comes from it’s weight and heft, not the cold.
Tide Ward: As blade ward, the tidal currents shield you from frost, piercing, and bludgeoning damage.
Icicle Blast: As Ray of Frost, hurls an icy stream of pain at foes, slowing them down. Halved range and damage if used above water.
Aquamancy: Advanced version of the Shape Water spell-it can be used to push your hero or other things a small distance, give them an advantage to stealth or to increase your AC, among many other uses-most of these abilities work when immobile, but require a concentration check to allow them to move with you.
Tidal Clap: As Thunderclap spell, but affects every being around 5ft of you in a sphere, and does bludgeoning damage.

Spellcasting in the Lonely Deeps
Some simple rules to keep in mind, as an entire overhaul of the spell system is not in the cards, obviously…

The elements of Acid and Lightning do not ‘work’ under the sea-casting the sorts of spells landwalkers use underwater tends to backfire on the caster-melting the users skin, or frying them.

Most spells that use these elements can be reckoned to have equivalents, using bludgeoning (in place of acid, solid ic), frost (works much the same) or piercing (In place of Lightning, Piercing damage works well underwater, and so goes many of the most effective spells.) When you research a new spell, I’ll give you the pertinent information on it’s exact differences-or you can make your own.

Fire spells use the element of steam instead, which obviously does not ignite anything.

Thunder spells use entirely sonic effects-generating powerful sound waves.

Unless otherwise stated, most damaging spells you know are designed to work underwater work at half the regular damage, and half the range when used above water.

It should be noted you can potentially learn Landwalker-unique spells, in addition to your own watery variants. They are only useful underwater if you wish to harm everyone (including yourself) when casting them, and self cast damage ignores all resistances you may have. They may be much more useful if you manage to find a source of immunity, however…

New Armors
Emeraldin: Emeraldin seagrass is used for everything in the undersea realms-from tools, to food, to clothing-for some, it doubles as armor, woven into comfortable suits and leggings. It retains water nicely, making it fairly popular for those who wish to have extended excursions on land.
AC: 10+DEX mod
Misc: Allows you to stay above water five additional hours before suffering damage from drying out-after five hours, the armor dries up entirely and falls apart. Rewetting the armor requires at a long rest.
Cost: 5 Krys

Seacord: A thick coat of tough kelp, along with other materials (like old sailcloth and ropes), Seacord armor is extremely light, and somewhat uncomfortable to swim in. It’s ideal for those that wish to maintain a balance of mobility and defense, however.
AC: 12+DEX mod
Misc: Disadvantage to stealth checks
Cost: 50 Krys

Seahide: Seahide armor can come from many sorts of undersea creatures. It’s best trait is it’s cheapness.
AC: 12+DEX mod (max 2)
Cost: 10 Krys

Sharkskin: Made from the scales of the most ferocious of carnivores, sharkskin armor is slightly heavier and more cumbersome to wear, but it gives you all the advantage of it’s predatory nature.
AC: 14+DEX mod (max 2)
Misc: Disadvantage to stealth checks
Cost: 10 Krys

New Weapons
Depth-Club: To the uninitiated, this weapon resembles a magic wand of some sort-it usually resembles a long cylinder of metal, bone, rock, or wood-with two prongs on the end, each in the shape of a half moon, forming a sort of wedge. This is the Depth-mace, pun perhaps intended. When the user wishes, they can tap the hilt of their weapon to produce a sphere of roiling, pressurized water at the very tip of the mace-this can be applied in the usual matter to anyone you wish to pulverize.

However, a user doesn’t need strength to manipulate the pressure sphere-it entirely relies on it’s wielders dexterity.

Depth-Clubs are somewhat new to the undersea races, adopted in desperation-such a weapon allows one to wield a heavy blunt edge underwater, which is particularly useful against certain Blackwater blight creatures who are resistant to the piercing weapons, that are much more common in this realm. They are almost completely useless above water, however-the tip cannot maintain a proper pressure sphere unless the weapon is completely submerged.

Simple, one handed weapon
Damage: 1d4 Bludgeon (only 1 damage if used as a straight bludgeon)
Special Properties: Light, Usable only under water, No benefit from STR score

Similar in design to the mace, the staff combines four sets of prongs on a single, slender pole, one on each end-a simple weapon, and mass produced to fight the Blackwater blight-you can find them in the hands of every kelp farmer, cove fisher and shark hunter these days, though many Monks and Clerics have also adopted them. It’s perfectly acceptable to use a Depth-staff in a single hand, with say a shield or spear-at which point it pretty much becomes a ‘Depth-Mace’, as the ends can be activated independently of one another.

Simple, one or two handed weapon
Damage: 1d6 Bludgeon (only 1 damage if used as a straight bludgeon)
Special Properties: Usable only underwater, No benefit from STR score, Versatile (1d8)

Similar in design to the mace and the staff (etc, etc) the Depth-Hammer is typically a heavier and thicker hilt, topped with four or more half-moon prongs. The resulting pressure sphere is much larger, and does more damage in a single blow.

Martial, two handed weapon
Damage: 2d6 Bludgeon (only 1 damage if used as a straight bludgeon)
Special Properties: Heavy, Usable only underwater, No benefit from STR score

Stingray Whip
Designed to be wielded in one hand and flicked overhead like it’s namesake, the Stingray Whip is a well known weapon in the underwater realms. It serves a role as you can imagine-inflicting a small deal of damage, and a large deal of pain due to the toxin. It’s innate cruelty has earned it a reputation as being primarily used by foul persons. Still, the effect in itself is usually not fatal, just debilitating-of course, specialized stingray whips can be modified with a wider variety of poisons.

Martial, one handed weapon
Damage: 1d4 Piercing
Special Properties: Finesse, Reach, Enemies who take damage suffer Status effects until the end of their next turn. DC and effects determined by the type of poison used.

Venoms are common in the sea-chemical warfare being highly effective no matter what your size. Most ocean going races are fairly practical-they don’t view the use of poison as inherently evil, merely useful.

Fire Coral Extract: Despite it’s name, Fire Coral more resembles a jellyfish than a coral-while a sessile organism, it’s possessed of a potent sting and lashing tentacles that can easily slow and overwhelm prey who wander too close. Snippings of the Fire Coral are often harvested at great risk by shady sorts wishing to harvest their toxin.
Damage Type: Contact
Save DC: 12
Effects: On first failed save, gain poisoned condition, and take 1d6 poison damage. On each failed save after, take an additional 1d6 damage. One successful save needed to pass, but you still take poisoned condition even if you avoid any damage. Lasts for 1 minute.
Cure: Heal check DC10 to cure poison.

Conesnail Venom: One of the most venomous creatures in the sea, the Conesnail only looks harmless-it’s poison can take down creatures much larger than it’s small size, however.
Damage Type: Injury
Save DC: 11
Effects: On first failed save, gain poisoned and stunned conditions, and take 1d6 poison damage. One save needed to pass. Poison lasts for 10 minutes, stunning lasts until the end of your next turn.
Cure: Heal check DC10 to cure poison.

Stonefish Venom: Beautiful to look upon, but their spines are deadly. Stonefish are also considered a risky delicacy for ocean going species.
Damage Type: Injury
Save DC: 13
Effects: On first failed save, gain poisoned condition, and take 3d6 poison damage. On each failed save after, take an additional 2d6 damage.Three successful saves to pass. Lasts for one hour.
Cure: Heal check DC12 to cure poison.

Yellow Urchin Extract: Urchins are a common and deadly pest in the underwater realms, but Yellow Urchins are particularly reviled for their paralytic and painful toxin. While the effects are short lived, it effectively renders a victim helpless. Yellow urchin venom is not injected normally-it has the properties of sea ink, in that it creates a cloud of milky, yellow venom harmful to whoever breathes it in.
Damage Type: Inhaled
Save DC: 14
Effects: On first failed save, gain poisoned and paralyzed conditions, and take 2d6 poison damage. Lasts for 1 minute.
Cure: Heal check DC12 to cure poison.

Red Urchin Extract: Red Urchins are the least aggressive of their kind-being scavengers, their venom merely puts victims into a thoughtful dreaming sleep, while they scurry away. Insofar as poisons go, this one is likely the least fatal, at least directly. Red Urchins are found as ‘pets’ for many ocean monsters who keep them as guard animals, as sleeping intruders make excellent snacks-the Urchin feeds on any leftovers. Red Urchin Extract is also valued by healers ocean wide, since it allows them to heal the most serious wounds while leaving their charges unaware and unfeeling of pain.
Damage Type: Injury
Save DC: 14
Effects: On first failed save, gain unconscious condition. You are utterly unable to be awoken by normal means, and it lasts for one hour.
Cure: Heal check DC14 to awake a person put into a sleeping state.

Silver Urchin Extract: Rarest and most deadly, the sting of a silver urchin can knock an adult male out for a number of days in a catatonic state-without medical attention, many do not wake up from the effects.
Damage Type: Injury
Save DC: 16
Effects: On first failed save, gain unconscious condition. You are utterly unable to be awoken by normal means, and it lasts for 1d7x1d7 days. If you are asleep for more days than your highest mental score, you are effectively brain dead.
Cure: Heal check DC16 to awake a person put into a sleeping state.

Sea Snake Venom: There’s no shortage of fangs in the deep sea, and the most common poisons are harvested from a variety of sea snakes.
Damage Type: Injury
Save DC: 12
Effects: On first failed save, gain poisoned condition, and take 2d6 poison damage. On each failed save after, take an additional 2d6 damage.Three successful saves to pass. Lasts for one hour.
Cure: Heal check DC10 to cure poison

Blue Anenome Oil: The Blue Anenome is, in itself, fairly passive-it only eats, what bothers to try and eat it first. Harvested, it is used as potent contact poison that harms and blinds the victim.
Damage Type: Contact
Save DC: Dc15
Effects: If save is successful, gain poisoned condition for ten minutes. If save fails, gain poisoned and blindness for one hour.
Cure: Heal check DC15 to cure poison and blindness separately.

Sekolah’s Judgement: Perhaps the most deadly poison in all the seas, Sekolah’s Judgement is almost always death. It’s said that the Infernal Sahuagin harvest the ichor the evil God himself, in some way. It’s unique in that it only directly harms those who do not worship Sekolah, reacting most violently to those who are not chaotic evil in alignment-making it useful for discovering and punishing heretics-of course, you don’t have to be particularly pious just to use it. It has no other effect unless ingested, making it a widely used tool in assassin work.
Damage Type: Ingested
Save DC: 18 (Worshipers of Sekolah automatically pass, Save DC is reduced by -2 each for those of Lawful and/or Evil alignments. Save DC is increased by +1 each for those of Good and/or Chaotic alignments.)
Effects: On first failed save, gain poisoned condition, and take 4d6 poison damage. On each failed save after, take an additional 4d6 damage. Six successful saves to pass. Lasts for 24 hours.
Cure: Heal check DC20 to cure poison

New Items

Krys: The sole currency of the undersea realms, at least where currency matters, is the Imperial Krys-a solid sphere of rare pearl dust, fashioned in such a manner that it’s exact composition (known as Tritonium) is nearly impossible to mimic. It is equivalent to a gold piece in all game respects, and smaller currencies merely use half, quarter or tenth portions of a full Krys.

Spell Horns: It’s not very easy to unfold a sheet of parchment underwater and read it ‘aloud’-aquatic races use ‘Spell Horns’, instead, which translate the magic of the written word into being, via waves of sound travelling through water. They work exactly like magical scrolls in all respects.

Nodes: Potions aren’t entirely useful underwater, either-aquatic races have long learned to raise specialized breeds of various sea animals to fit their alchemy needs. These beings collectively resemble Sea-Stars, and are called ‘Nodules’ or ‘Nodes’. Nodules work much like potions, but they are applied directly to the skin-the Node applies a mostly painless sting to the user that injects an alchemy solution.

Nodules are living creatures, and must be kept alive to function-they have an advantage, in that they can be used more than once-but, they will die if used too much over too short of a period. However, As long as the nodule is healthy, it can continue to provide it’s effects over time, recharging on short and long rests-it’s said Nodules that are well taken care by their owners perform generally better.

Some examples are the…

Healing-Star: An equivalent to a healing potion, but much cuter.

Sizing-Star: Allows the user to control their growth as per the enlarge/reduce spell.

Strength-Star: Increases the users strength by a fixed amount.

Swimming-Star: Gives the user a boost to swim speed and advantage vs attacks for a short time.

Game Info: Nodes provide all the effects of potions, but are reusable.

A node can be used once without harmful effect, after which it requires a short rest to return to full function. It can be used up to three times per day in this way without risk, in all.

Nodes can be activated after all their uses are expended, though this comes at risk to the creature. Nodes have 3 hp and take 1d3 damage if they are forced to work in such a manner, dying when reduced to 0 or less. Nothing can heal the Node except a long rest, which also restores all it’s uses as well.

The node will always impart it’s final gift before dying, however.

Gods of the Sea
Faith is just as strong beneath the waves-while some of the aquatic races favor slight variations of Landwalker deities (such as Selune, known as Seluna, Goddess of the Moonlit sea), they do have their own Gods.

A sea god whose nature has changed along with the lives of his favored people. Once a human deity of maritime concerns such as naval endeavors and fair mercantile work, Aventernus was the patron of an island nation of powerful magicians and skilled sailors. Aventernus’s priesthood played an important part in the daily workings of the city. All that changed, however, when a mighty catastrophe sank the nation into the waters of the sea. He transformed the humans loyal to him into the aventi. Aventernus is a stern god of justice and fair practices, and the honorable nature of the aventi can be traced back to the influence of his precepts on the lives of his people. Aventernus’s symbol is a white spear striking and parting water on a diamond. Aventernus’s creed is the application of strength in the assistance of the weak. He is lawful good in alignment.

Deep Sashelas
The patron of sea elves. He also represents the forces of creation and knowledge. In addition to aquatic elves,this deity receives the veneration of darfellans. Deep Sashelas’s symbol is a dolphin. He often appears as a dolphin but has a tendency to tarry in humanoid form with various female beings. His worshipers offer artistic works and songs of praise at the highest and lowest tides of the year, and they are fearsome enemies of sahuagin. He is chaotic good in alignment.

The patron deity of locathah, merfolk, and tritons. All three races claim him as their creator, each pointing to itself as the most perfect example of sea folk. His symbol is a spiral or whirlpool. He appears as a tall and perfect specimen of his worshipers’ race, and is neutral in alignment.

A lesser deity of lakes, rivers, wells, and streams. She appears as a young woman standing in a pool of water, holding a clay jug. Her worshipers protect sources of water and guide the lost to safety. Geshtai’s symbol is a waterspout, and her alignment is neutral.

The wild deity of ocean storms, winds, and waves, as well as of sea life. He is as tempestuous as his domain and can be greedy or cruel, or hospitable and friendly, though more often than not he ignores most race that do not worship him entirely. His clerics make holy water from brine and travel aboard ships to placate the god’s wild moods. Procan’s symbol is a trident piercing a cresting wave. His alighnment is chaotic neutral.

The patron of sailors both mercantile and naval, as well as the god of favorable winds and storms. He appears as a jolly sea captain who can pilot any vessel. Changeable as the winds, the Captain of the Waves is a fiercely loyal leader. His worship is conducted on the decks of ships, and many of his clerics serve at sea. His symbol is a shield with a cloud and three lightning bolts. He is chaotic good in alignment.

The Whale Mother
The patron deity of Darfellans, honored as the creator of sea creatures and especially of porpoises, whales, seals, and other marine mammals. Her symbol is a leaping whale. She is depicted as a delicate, pale-skinned woman, surrounded by currents of light and vitality, who rides a vast whale the size of a large island. Its spoutings produce the rainstorms that frequently lash the darfellans’ chill coasts, and the waving of its flukes stirs the ocean currents. Her followers do not build temples but conduct community ceremonies at important times of the year. She is lawful good in alighnment

The elemental embodiment of water. He is an enigmatic and changeable deity with a small following. Like water itself, smaller groups within the religious hierarchy form, pool, and re-form. Ishtishia’s temples are built beside water, and his clergy protects and purifies water sources. His symbol is a cresting wave, and his alignment is neutral.

The Evil Gods

Blibdoolpoolp is the deity of the kuo-toas. Fond of human sacrifice and lobster motifs.

The Mockery, patron of the bloodthirsty Sahuagin-he is propiated out of fear by most sea-going species, however. He often appears as a Dragon Turtle.

Sekolah is a powerful devil and patron of the sahuagin. He appears as a giant great white shark, and takes little interest in his followers except as snacks.

Umberlee is capricious and ill-tempered, and her worship consists mainly of turning aside her anger (which manifests in storms and tidal waves). Her symbol is a blue-green wave curling to both left and right. She appears as a blue-skinned humanoid woman with taloned fingers, finned elbows, pearly eyes, and hair of kelp.

Yeathan is the god of the evil depths, master of the gasping last breath and lord of the deep darkness below. He is the patron of all things foul and malevolent about the sea. His temples are always submerged and unlighted, filled with things found only in the deepest blackwater trenches. His symbol is a dark blue-green spiral with a black center

Class Changes

New Cleric Domains
Granted by those deities with power over vast waters.

Ocean Domain Spells
Lv. 1 Tidal Clap, Ice Block
Lv. 3 Airbreathing, Chilling Arrow
Lv. 5 Wall of Ice, Freedom of Movement
Lv. 7 Waterspout, Freezing Sphere
Lv. 9 Maelstrom, Elemental Swarm

King of Dragon pass!

Origin/Gimmick: The character’s powers all come from devices of some kind. One of the character’s mental abilities (your choice) is increased by +2.

Prowess: 4
Coordination: 3
Strength: 6
Intellect: 4
Awareness: 5
Willpower: 4

Powers (4)
Control: Wizardy [Cosmic Power (Awareness)]~You can simply will effects into being using a cosmic or primal power. Choose a suitable weakness for your Cosmic Power, such as an inability to affect a certain subject (material, color, etc.). ~~Superspeed, Precognition~
~Defensive/Life Support

Welcome to your campaign!
A blog for your campaign

Name: !
Profession: !
Race/Gender: !
Skills: Are free-form and entirely made up by the player. Skills may be as broad to cover a field of expertise but should never be usable outside a specific area. Skills like “Close Combat” is as broad as it should get but you can build on top of this with increasingly specific skills like Sword Fighting followed by Fencing if you wish. Choose Five.
Hitpoints: 5/5
Aspects: Are your general defensive/offensive qualities. You start with 1.
~Body: 1 (Your general physical fitness)
~Arcana: 1 (Your affinity at manipulating and resisting the arcane)
~Psyche : 1 (Your charisma and strength of will)
~Luck: 1 (You often roll luck to save yourself from some sort of catastrophe-your luck roll can increase the degrees of success of a roll you have just failed. You can call for a luck before your action is rolled or specify when it should be rolled-it will automatically be rolled if a threat would otherwise end your life. Making a Luck roll, however, reduces this stat by 1, and you can’t make roll with no luck.)
Quality: Are very broad skills, jobs or stereotypes like Charismatic, Strong, Soldier, Diplomat, Ranger or Smart for instance. You can only have a single Quality.


Imperial: Tales of the ‘Empire’ filter through every land-they say it’s a tribe larger than any other, one that continues to grow and conquer with every passing year. To look at, Imperials don’t seem very imposing-they are not as wise or quick as Tallfolk, nor tough as Stoneborn, and lack the cunning of the Smallfolk…however, their pale skin and bright hair are usually hidden under layers of armor and guarded by their Soul powered weaponry, the manufacture of which is superb to anything made in the Highlands, and nearly the equal of the Stoneborn. They are known to be disciplined and prepared for nearly anything, and no place has yet been able to resist their conquests…but, what about the Fortress of Bones?

Affinity (Discipline): +3 starting Hitpoints
Soulweapon: Imperial weapons are more magic than metal, though they contain elements of both-an Imperial Soulweapon typically resemble a shaft of pure energy, and is always related to the users personality-a hammer of blazing fire, a scythe of living shadows, a scimitar of ice cold water…these weapons are unique to Imperials, and no earthly force and sunder or rob them from their owners except death itself. The user of this blade never needs another-it grows in strength as he does, and he can call it to his side at a thought. He can even absorb the energy from other magical weapons to add to his own.

Stoneborn: Coming from their own Fortresses in the depths of mighty Terra, Stoneborn can usually pass as the thing they are named of-patient, stoic, and stubborn to a fault. They resemble slightly rumpled, bearded boulders wearing horned or spiked caps-and shirts of finely worked metal, often sprouting their favorite weapon-the axe-in both hands. They are widely known to be resistant to heat, cold, magic and intoxication due to their ability to literally become rock-if poisoned, for example, they merely increase their density of their bodies until it dries up. It certainly explains their fondness for drinking…creatures of pride and industry, Stoneborn have long shared stories that their race once owned the place now called the “Fortress of Bones”-and, honor demands they reclaim it…and purge any outsiders who disagree.

Affinity (Earth): +1 Body
Stoneskin: Stoneborn can magically harden their bodies to stone by a thought, allowing them to weather nearly any blow or physical discomfort. They are immune or resistant to many physical and magical affects-anything that wouldn’t shatter a stone wall, will have no effect on them. The only downside is that this slows them down, turning them into statues-and it is much more difficult going back to flesh, than vice versa,

Tallfolk: Creatures of the forests and dales, both fey and yet half-mortal, the marriage of two worlds. Clever, quick, and with a natural affinity for magic, Tallfolk tend to be clever, proud and arrogant. In ascending order. Their forms are often compared to Imperials, but where as Imperials are somewhat crude and stunted, Tallfolk are almost always possessed of unearthly beauty. They often wield weapons at range-bows, slings, and darts-but their long lives typically give them at least passing skill in nearly all forms of combat…which they engage in, gladly and without reservation-immortality is nothing, if not boredom! Tallfolk never die of Old Age, much to their consternation. Only conflict and strife and spice up the centuries…many Tallfolk have heeded the call to delve the Fortress of Bones out of a sheer sense of irony, since they are so clearly not wanted. Also, they were probably around when it was built.

Affinity (Magic): +1 Arcana
Staying Alive: Tallfolk pick up a bit of everything over their long, long lives-thus, they can perform any skill they can think of. No task physical or mental is impossible for them, and they never take a dice penalty on any advanced task either. Their skill choices will often be considered ‘easy’ tasks, not even requiring a roll. In addition, they can also fluently read, write, speak and understand all languages.

Smallfolk: A people with a slow kindled courage, always blessed with luck, the Smallfolk are usually most happy tending to their steppe-farms and hill-homes-but, each of them eventually feels the need to go on an adventure, at least once in their life. These beings are, at first glance, odd-not as stocky as a Stoneborn, and about the height of an Imperial Child…why one of these plucky little people would brave the Fortress of Bones is surely a mystery-it would test even their much renowned luck!

Affinity (Fortune): +1 Luck (~And for Smallfolk, Luck cannot be lower than 1)
Staying Alive: Tallfolk pick up a bit of everything over their long, long lives-thus, they can perform any skill they can think of. No task physical or mental is impossible for them, and they never take a dice penalty on any advanced task either. Their skill choices will often be considered ‘easy’ tasks, not even requiring a roll. In addition, they can also fluently read, write, speak and understand all languages.



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