More Norrvalo ‘mon! This time an original line, Levinome and Arbithunder.
Statblocks etc. under the cut.
Levinome
Wood Sprite Pokémon
Type: Grass/Electric
Ability: Lightning Rod/Volt Absorb (Hidden Ability: Electric Surge)
Base Stats:
HP: 53
Attack: 45
Defense: 57
Special Attack: 62
Special Defense: 53
Speed: 64
Total: 334
Photosynthesis and drawing nutrients from the ground aside, Levinome also draw their sustenance from electricity, which they typically draw from their surroundings. Levinome have a keen sense for electric fields - which they rely on for navigation far more than they do on their eyes, which are typically kept closed. When open, Levinome eyes are luminous and set in black sclera, and are sometimes used as part of a threat display. When feeding, reserves of energy (both electric and organic) are stored in a berry-like organ that grows on their chests, beneath their beards. These organs can be shed and regrown rapidly if necessary, and Levinome have been known to share their excess energy with others in need by presenting them with these berries - or to shed them as they escape from would-be predators. Berries shed in the latter manner will flash very brightly, drawing the predator's attention while the Levinome makes its getaway.
Levinome are largely peaceful creatures. However, they have somewhat of a propensity for good-natured mischief, and have been known to play pranks on humans – particularly ones they actually like. A person who finds their house haphazardly decorated with wildflowers and berries may have just been visited by a few of the creatures showing their appreciation.
Some bonus concept art of Levinome explaining some elements of its biology.
Levinome evolves to Arbithunder starting at Level 37
Arbithunder
Striking Tree Pokémon
Type: Grass/Electric
Ability: Lightning Rod/Volt Absorb (Hidden Ability: Electric Surge)
Base Stats:
HP: 125
Attack: 110
Defense: 72
Special Attack: 100
Special Defense: 73
Speed: 35
Total: 515
Like their previous Levinome stage, Arbithunder subsist on a combination of photosynthesis and electric current - deriving most of their charge from lightning strikes, which they draw down using their hammers. Typically, they retain the peaceful, benevolent nature they demonstrated as Levinome – though their former mischievous streak is supplanted by wisdom, experience, and a deeper sense of communion with their forest homes and the creatures they share it with – traits which they often aid them in mediating conflicts that threaten to escalate to disastrous ends. Arbithunder are very slow to anger — but woe betide any who provoke their tranquil fury, as the justice that they impart upon those they deem are deserving of it is swift and harsh.
In the early days of human settlement in Norrvalo, an ancient and powerful Arbithunder once mediated a conflict between the humans who settled near Glasmöntull Forest and its resident Pokémon, making it possible for them to share the forest's bounty sustainably and live side by side. There is a spot at the heart of Glasmöntull Forest where the moss-covered remains of this Arbithunder yet stand, hammer planted firmly in the ground in front of it. A small shrine had been built at the foot of the hammer, and people – and some Pokémon – still leave wreaths of wildflowers there to this day in tribute and memory. Though the Pokémon itself is long since departed - and smaller Pokémon live and nest among the hollows of its massive shell – the branches atop its hammer still blossom in clusters of pale golden flowers.
The user holds its hammer up, drawing a bolt of lightning to strike it, then brings it down upon its target, discharging the electricity into it. Should the terrain be electrically charged, the aftershocks of the impact spread around the impact point, striking the target's allies as well.
Bolt Hammer inflicts damage. Normally, it targets a single Pokémon. If Electric Terrain is in effect and the user is grounded upon its execution, the move gets a 1.5x power increase (in addition to the usual 1.3x bonus from terrain) and becomes a move that targets all opponents.
As is common with Norrvalo's Pokémon, Levinome and Arbithunder draw inspirations from FFXIV: Levinome's nature as a mischievous forest spirit makes it take after the Sylphs, whereas Arbithunder is heavily inspired by the game's take on Ramuh. In design, however, Levinome draws closer inspiration from gnomes, and Arbithunder draws its inspiration from trees that have been split by lightning but survived, recovered and continued growing, and from Scandinavian (and Scandinavian-adjacent) thunder deities, particularly the Finnish Ukko, whose association with rowan trees inspired the rowan-like berries on Arbithunder's still-growing horn.
Base Stats:
HP: 28
Attack: 25
Defense: 25
Special Attack: 45
Special Defense: 35
Speed: 40
Total: 198
Valts eggs are laid in nests atop steep, sheer cliffs as a form of protection against native predators – yet they must leave their nests fairly early after they hatch to find sustenance. In order to do so, they must leap down from their nests and plummet from utterly dizzying heights to the ground below - relying on their extremely light bodies and their thick, fluffy down to cushion their fall. While their flight feathers are still developing and they are thus unable to fly, Valts possess an intrinsic and instinctive ability to manipulate the air currents around them, and they do so to guide them along spots of relative safety to avoid becoming trapped in rock crevasses or dashing against sharp rocks – while a parent (typically a Valkyroir) keeps a watchful eye for any would-be predators unwise enough to target the hatchlings.
Once on the surface, Valts tend to make themselves scarce, concealing themselves from sight and avoiding other Pokémon and humans as their bodies continue to develop. They primarily feed on plants at this stage of their lives, though as they grow and evolve they develop a more omnivorous diet.
Base Stats:
HP: 38
Attack: 35
Defense: 35
Special Attack: 65
Special Defense: 55
Speed: 50
Total: 278
In motion, Valkyrlia has a dance-like gait supported by the same manner of air-current manipulation ability possessed by its previous form, albeit more powerful and refined, and is often observed to leap and twirl about, floating in mid-air with its feet not quite touching the ground. Unlike the timid Valts, Valkyrlia are naturally inquisitive creatures, more likely to approach other creatures in a manner that seems almost fearless. These approaches are not entirely uninformed however – Valkyrlia have a sense for the auras of other living creatures (the braid-like structures on their heads may have something to do with this ability as they have been known to shift somewhat when they do so), something that allows them to get some insight into the intentions of an individual before approaching them.
Valkyrlia readily bond with Pokémon and people that leave an impression on them, particularly those skilled in combat. Should the life of Valkyrlia or the individuals with whom it had bonded be seriously threatened, though, its demeanour shifts and it becomes a fierce whirlwind of cutting gusts, not letting up until the threat is driven away or is defeated. Valkyrlia truly driven to desperation have been known to shift their battle cry into a aura-fueled keening that disrupts the life-force of all who hear it, taking their opponents with them.
Valkyrlia evolves into Valkyroir starting at level 30, or to Vallade if levelled up while knowing the move Twister (regardless of the Valkyrlia's gender).
Base Stats:
HP: 68
Attack: 65
Defense: 65
Special Attack: 125
Special Defense: 115
Speed: 80
Total: 518
The braid-like organs used by their earlier forms to sense auras have grown in length and sensitivity, and are also believed to reinforce their ability to manipulate aura in battle.
Despite their graceful appearance, Valkyroir are infamous for having a ferocious temperament, akin to the fury of a wild storm. They spend most of their time flying high above an area they consider their territory, occasionally swooping down to hunt prey, protect an individual that they deem under their protection (be it an individual or creature they have bonded with or one of their Valts hatchlings) or test their battle skills against a suitable sparring partner. Valkyroir seem to find a particular joy in battle – the fiercer, the better – and being able to truly cut loose against their opponents is sheer joy and a close bonding experience for them. Indeed, combat between individuals and the bonds formed between them in the process often plays a part in mate selection within the species, with mated pairs often having clashed multiple times and being relatively evenly matched in strength.
Local legends in Norrvalo tell of Valkyroir ushering the souls of fallen great warriors into a paradise realm surrounded by impenetrable winds. These legends attest to their grace and ferocity, their favoring of strong opponents, and their ability to form barriers of screaming gales augmented by razor-sharp feathers around themselves and those they deem worthy of protection.
New Move:
Gale Shield
Type: Flying
Category: Status
PP: 20
Power: --
Accuracy: --
The user surrounds itself and its allies in a wall of howling gales and razor-sharp feathers.
Gale Shield raises a barrier that lasts five turns and reduces damage from both physical and special moves targeting Pokémon behind it by about 25%, regardless of the number of Pokémon protected by the barrier. Any Pokémon using a move that makes contact against a target protected by Gale Shield will receive damage equal to 1/8 of its maximum HP.
Gale Shield can be nullified by the effect of Defog or the Screen Cleaner ability, though not by the effects of Brick Break, Raging Bull or Psychic Fangs.
A Pokemon with the Infiltrator ability ignores the effects of Gale Shield when attacking, and does not take damage when using a contact move against a target protected by Gale Shield.
Vallade
Diving Pokémon
Type: Fighting/Dragon
Ability: Dragon Eye
Dragon Eye increases the accuracy of moves used by this Pokémon by 25%. Additionally, it boosts the damage of two-turn moves with a semi-invulnerable turn by 50%.
Base Stats:
HP: 68
Attack: 125
Defense: 65
Special Attack: 65
Special Defense: 115
Speed: 80
Total: 518
Vallade is believed to represent an older, more ancestral evolutionary pathway for the Valts line, unlocked through the harnessing of primordial Dragon-type energies over the stronger attunement with Flying-type energies that the species seems to have shifted to over evolutionary time. Diminished though as it may be, all Valkyrlia still possess the capability to tap into their latent draconic essence – though few naturally realise this capability over the course of their lives without being exposed to the energies in question and instructed in wielding them. As such, very few Vallade exist in the wild, and the ones that do have been observed to pick 'successors' among Valkyrlia, taking them in and teaching them how to draw upon the dragon within and shape its energies into the form of a Twister. Valkyrlia who mastered this ability and choose to wield it often then evolve into Vallade – which then continue their 'apprenticeship' under their 'masters' until they grow accustom to their new form. They then strike out on their own, at times taking on successors of their own.
Reconnecting with the essence of dragons greatly enhances their strength and their perception, as well as their intrinsic ability to manipulate air currents – and though they are incapable of sustained, powered flight like their Valkyroir counterparts, they can leap to incredibly great heights and along incredibly great distances with a single bound, spotting a target from afar and 'locking on' to it. While Vallade may rely on their claws and the blades at the bases of their elbows in combat, their preferred tactic is to draw upon Dragon-type elemental energies and focus them into a "spear" with which to pierce their foes, striking from above with uncanny accuracy while putting all the force of gravity into their moves. With the appropriate training, Vallade may even learn how to channel other forms of energy in the selfsame manner.
Valts' cliff-jumping is inspired by the chicks of real life barnacle goose, and the line's general design is inspired by harpies and valkyries - but like many things in Norrvalo, they draw inspiration from FFXIV as well: Valkyroir evokes the primal Garuda while Vallade evokes the Dragoon job – and certain elements of Valkyrlia call to mind a particular character from Endwalker, as well...
Occurs to me that despite not having done any art in a bit I still have a lot of designs I've not put on tumblr yet and I might as well. So here's a few fanmade 'mon.
Misdreavus and Mismagius variants from the Norrvalo region.
Statblocks etc. under the cut.
Misdreavus (Norrvalo Form)
Medium Pokémon
Type: Ghost/Psychic
Ability: Trace
Base Stats:
HP: 60
Attack: 60
Defense: 60
Special Attack: 85
Special Defense: 85
Speed: 85
Total: 435
Unlike Misdreavus in other regions, which primarily feed on fear, Misdreavus in Norrvalo derive their sustenance primarily from feelings of catharsis. Local folklore claims Misdreavus serve as guides to the spirits of the dead, easing their passing by helping them let go of unfinished business and lingering regrets. Misdreavus are known to seek out mourners and grievers and to offer their aid by "channeling" the spirits of their dear departed, allowing them to walk among the living again for a little while and help the living find a measure of closure, leaving nothing unsaid. Whether these projections truly call upon something of the shades of the dead or are merely simulacra gleaned from the memories and expectations of the living through telepathy is, however, a matter of uncertainty.
Misdreavus (Norrvalo Form) evolves to Mismagius (Norrvalo Form) when exposed to a Dusk Stone.
Misdreavus (Norrvalo Form)
Divination Pokémon
Type: Ghost/Psychic
Ability: Divination
At the end of each turn, the Pokémon taps into its psychic powers to divine the future by "drawing a card", and invokes the "drawn card"'s effect. There are six possible "cards" in total, each corresponding to a base stat, and they may be 'upright' or 'inverted':
Upright card effects:
The user and its allies recover 1/8 of their max HP.
The user and its allies' Attack stat is raised by one stage.
The user and its allies' Defense stat is raised by one stage.
The user and its allies' Special Attack stat is raised by one stage.
The user and its allies' Special Defense stat is raised by one stage.
The user and its allies' Speed stat rises by is raised stage.
Inverted card effects:
The opponent and its allies take damage equivalent to 1/8 of their max HP.
The opponent and its allies' Attack stat is lowered by one stage.
The opponent and its allies' Defense stat is lowered by one stage.
The opponent and its allies' Special Attack stat is lowered by one stage.
The opponent and its allies' Special Defense stat is lowered by one stage.
The opponent and its allies' Speed stat is lowered by one stage.
Base Stats:
HP: 60
Attack: 60
Defense: 60
Special Attack: 105
Special Defense: 105
Speed: 105
Total: 495
The Mismagius of Norrvalo draw their energy from the light of distant stars – and by attuning their minds to their position, distance and phenomena that affect their light as it makes its journey to the Pokémon World, they can scry the possible outcomes of an event and take action to shift the probabilities of a favorable outcome higher, thus 'altering fate'. The observations, calculations and confluence of psionic energy requires to make these a reality are all expressed as projection in the form of an armillary sphere which Mismagius invokes as its Astral Orb.
New Move:
Astral Orb
Type: Psychic
Category: Special
PP: 15
Power: 90
Accuracy: 100
The user projects a model of various celestial bodies and their movements, rapidly making observations, calculations and adjustments - and upon reaching a desired outcome, locks the model into a configuration, casts it at its target.
The effect of this move varies depending on its target. If it targets an opponent, this move inflicts damage. If it targets an ally, this move restores up to 50% of the target's HP.
Pokémon affected by Heal Block cannot target allies with Astral Orb (but they can target an opponent); if a Pokémon would use Astral Orb targeting an ally, but is affected by Heal Block when it would use Astral Orb it is unable to use the move. If a Pokémon is affected by Heal Block, it cannot be healed by other Pokémon's Astral Orb.
Like many other Pokémon in Norrvalo, these regional forms draw inspiration from Final Fantasy XIV – Misdreavus' colouration and design evoke the Aetherial Sea and its lore shares some commonality with the Stormblood leg of the Dark Knight questline, whereas Mismagius is heavily inspired by the Astrologian job.
It's been 3,000 years since I posted something, and probably even longer since I've posted pixel art, if I ever did on tumblr – but since I've gotten into an absolute whirl of those in the last few days, good an opportunity as any - especially since what started this whirl was this art blog's namesake!
So here's the Grass/Crystal-type "pseudo-legendary" Pokémon line of the Miato region: Wisprite, Wispear and Wisteriark! Largely styled after Gen 5 sprites, with the little menu sprite harking to Gen 8's instead.
Been a bit busy lately, but here's a token I made for my latest D&D character, Samsara.
She's a Yuan-ti swarmkeeper ranger, and her swarm spirits (not portrayed) can be vaguely described as some kind of Off-Brand Zygarde Cells. (Ayy snakey lady [off- off- off- off- off-brand Zygarde cells!)
So, uh. I turned FFXIV’s take on Carbuncle, everyone’s favorite bootleg Eevee, into a proper fanmade Pokémon with a statblock and everything.
In an attempt to differentiate between the various elemental forms as more than basic colourswaps I worked a bit of their Primal counterparts into the designs. More under the cut!
Carbright
Ruby Light Pokémon
Ability: Arcane Geometry
This Pokemon's form changes based on the gemstone it holds.
Type: Fairy
Emerald Form (holding Arcane Emerald): Fairy/Flying
Topaz Form (holding Arcane Topaz): Fairy/Ground
Ruby Form (holding Arcane Ruby): Fairy/Fire
Demiwyrm Form (Activated by using Dreadwyrm Trance): Fairy/Dragon
Base Stats:
HP: 80
Attack: 40
Defense: 80
Special Attack: 110
Special Defense: 90
Speed: 105
Total: 505
Base Stats (Demiwyrm Form)
HP: 80
Attack: 40
Defense: 80
Special Attack: 125
Special Defense: 90
Speed: 120
Total: 535
Note: These moves can only be successfully used by Carbright (or a Pokémon that has transformed into Carbright), and will fail otherwise (including attempts to call them using other moves such as Assist).
Gemshine
Type: Fairy
Category: Special
PP: 10
Power: 60
Accuracy: 100
Gemshine deals damage. The type, power and secondary effects of this move change based on the gemstone held:
Holding Arcane Emerald: Gemshine becomes Flying-type, Power 35, traps the target for 3-5 turns, inflicting 1/6 of the target's maximum HP at the end of each turn.
Holding Arcane Topaz: Gemshine becomes Ground-type, Power 45, hits two times, with the second hit having an increased critical hit rate.
Holding Arcane Ruby: Gemshine becomes Fire-type, Power 120. Lays down a barrier and charges up for one turn, then releases an attack and drops the barrier on the next. The barrier functions similarly to the one set by Aurora Veil.
In Demiwyrm Form: Gemshine's base power is boosted to 100, it has no secondary effect, and its type is determined by the gemstone held by the Pokemon. If not holding a gemstone, its type is Fairy.
Dreadwyrm Trance
Type: Dragon
Category: Status
PP: 5
Accuracy: -
Dreadwyrm Trance changes Carbright's form to Demiwyrm Form for 5 turns.
When in Demiwyrm Form, Dreadwyrm Trance is replaced with Dreadflare until Dreadflare is used or until the transformation expires.
Dreadflare
Type: Dragon
Category: Special
PP: 5 (shares PP with Dreadwyrm Trance)
Power: 150
Accuracy: 100
Dreadflare deals damage and ignores type resistances and immunities. Once used, Dreadwyrm Trance ends and Carbright reverts to its previous form.
Due to some newly-announced fuckery on Redbubble’s behalf, I have shut down my Redbubble store.
The Teepublic one will probably follow soon as Redbubble owns them and I fully expect the same sort of predatory nonsense they’ve implemented to leak into TP as well.
Hardly matters, to be fair, but I figured I’d provide a heads-up anyway.
Update: Surprising exactly no one, TeePublic followed suit and that store’s gone now too.
Charging Beak and Iron Wings, paradox forms of Fearow inspired by an incredibly daft running gag on Pokécharms, which celebrates its 20th anniversary today.
... Yup, I Paradoxified the Shiny Volt-Tackling Fearow. Gods help us all.