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@Crow: I want Latin name for the Nidos, please? Not to mention Lileep and Cradily as well now that I read about land barnacles. If I can contribute anything or pay back let me know.
Also... Do "impiger" and "deimophobos" mean what I think they mean? Because if so, it's awesome.
edited 30th Aug '10 1:46:57 PM by SilentReverence
"Impiger" mean energetic, and "deimophobos" is a combination of Deimos and Phobos, the sons and moons of Mars; their names mean "dread" and "terror", respectively.
^^ Well, according to Google, the first one means "active," "energetic," or "diligent." The last one registered no hits, it appears that it is a combo of "deimos" and "phobos" (panic and fear respectively, though that's kinda Greek)...
^ Dang you ninjas!
edited 30th Aug '10 1:57:15 PM by CaptainNapalm
@Both of you: thanks. I was dead-on with "impiger" as "dilligent" as I remembered a similar word in a language like Ido or Esperanto maybe. Deimos and Phobos are You Should Know This Already I'd guess.
About Feraligatr(o)r, did we ever address the "truncated names" issue with hi and Victreebel(l)? It's about time GF solves the issue with Gen V, let's hope.
Perhaps a typographical error in the database that was caught too late to fix, and has now become ingrained in the popular culture?
Veneumeumonasteriense diminituvius: Nidorans (Small venom-monster)
Veneumeumonasteriense trux: Nidorino/Nidorina (Ferocious venom-monster)
Veneumeumonasteriense atrox: Nidoqueen/Nidoking (Horrible venom-monster)
I'll think of some for Lileep/Cradily later.
I'd prefer not doing sciency names for Legendaries. They just strike me more as a first-name basis than something that...dirty and clinical.
edited 30th Aug '10 3:39:49 PM by Pykrete
Plus, given that legendaries are still more or less cryptids (well, they are called legendaries for a reason), there's no real reason to give them a Linnaean name.
-rubs chin thoughtfully-
What of the Ralts line? Latin names, that is.
edited 30th Aug '10 6:11:36 PM by Colonial1.1
What about the Ralts line?
Well, here it is. She ain't finished yet, so feel free to give feedback as you see fit.
In ancient times, Spiritomb was believed to have been the conglomeration of one-hundred and eight malevolent souls, sealed within the Keystone in order to punish them and deny them absolution in the afterlife. This only succeeded in creating a composite entity from these souls, with a hive mind of one-hundred and eight distinct personae and all the original souls’ powers combined, and it took an elaborate ritual and the willing sacrifice of a Buddhist monk in order to bind Spiritomb more thoroughly to the Keystones. Now all Spiritomb lie inert within their Keystones, waiting to be discovered and their bonds shattered that they may unleash their terrible powers upon the world once more.
While the mechanisms which bind Spiritomb to the Keystone are not fully understood, it is known that one can awaken a Spiritomb by bringing it to a place of immense religious significance, the Hallowed Tower of Sinnoh’s Route 209 being one such location. Then, one must return to where they originally located the Keystone and speak a total of thirty-two times to any number of people while there; when they return to the hallowed place, Spiritomb will have been awakened, and can now be battled and captured. If one approaches the Keystone before the ritual has been completed, they will hear an unearthly voice chanting the following passage repeatedly in a dry whisper:
Sparrat’tum. That’s the only name you’ll hear. Sparrat’tum. It means the end and the death. Sparrat’tum. We are Sparrat’tum. Sparrat’tum is all around you. Sparrat’tum is the beast beside you. Sparrat’tum shall gnaw on your bones. Look out! Sparrat’tum is here.
Unlike Sableye, which shares Spiritomb’s distinctive lack of type disadvantages, Spiritomb is far less agile and far more durable. It can take a truly stupendous amount of punishment before it will even consider fleeing, and the creature can also turn the tables with a number of underhanded and unusual abilities in battle, from distracting a foe and attacking them while their attention is elsewhere, to dazzling them with a confusing display of light, and even extending the length of its own shadow through which it can slash at its enemy with umbral claws. It has also displayed the capacity for hypnosis, whereby it makes its opponents fall asleep by forcing them to stare deeply into its spiralling eyes, and the ability to project beams of some form of dark energy which not only inflict serious pain on enemies, but also causes them to cower as they are overcome with horrible emotions and sensations.
A popular urban legend states that Spiritomb will call out to their Trainers in their sleep, filling their dreams with promises of wealth and power if they release the Pokémon from their ownership. The Trainer will then awaken to find the pokéball containing Spiritomb lying on their chest; if they resist this temptation and put the pokéball away, the Spiritomb will never offer such power again and serve them faithfully, but if they set Spiritomb free, the Pokémon will then steal their soul and absorb it into itself, leaving the Trainer’s body a mindless husk that will eventually die from starvation or exposure. While this rumour has never actually been confirmed, enough trainers of Spiritomb disappear under unexplained circumstances every year to lend credence to this theory [Trainer's note: if your Spiritomb begins to whisper to you in your dreams, give its pokeball a sound whack with a rock; this will calm it down rapidly].
edited 30th Aug '10 8:05:33 PM by SullenFrog
Sableye and Spiritomb in fact do have weaknesses — Foresight/Odor Sleuth to cancel immunity to Fighting.
Given that Spiritomb are being played as malevolent omnicidal specters, this might be something that a trainer will want to see in the Trainer's Notes segment.
Also, lol at whacking its Pokéball with a rock.
edited 30th Aug '10 7:41:37 PM by Pykrete
In the Surskit entry there's a spelling mistake near the end of Habitats, it shough be fight rather than dight.
In the Regirock abilities section maybe you could make a reference to the Clear Body ability it has.
Since the Regis are taken, anyone called the Seedot line?
edited 31st Aug '10 6:49:14 AM by Badwolfwho
Though I have some interesting lore about Registeel, I can't come up with much stuff for Regice. The individual lore on Regirock is pretty thin as it is, the article is more about the Regis in general, lorewise at least.
^ Hmm, did you also buff your Regirock subpage as well? * Oh yeah, you have one now...
With Registeel, are you going to reference the controversy over its sprite making it look like was doing the Nazi salute?
edited 31st Aug '10 7:57:12 PM by Rainbow
^ Totally, the Symbol of the Third Giant is the pokemon world equivalent of the Swastika.
Regice was actually the first regi; they match the title of the Ages of Man. It would also make sense to have Genera=Egg Groups what with the breeding identities that exist within them.
I can't help but notice the geography and societal sections are incredibly sparse.
The latter I figure is probably due to ongoing discussion on the subject, but I'd like to help with the former.
Has anyone called Viridian City yet?
^ No, I don't believe anyone has...
On a side note, should we even bother to flesh out some of the other in-game glitches like we did with Missingno the Anomaly?
I call Vermillion City.
Hoom. I take it none of the authors here have become overinactive?
For this project, the Isshu region is considered a real world parallel to the USA as the general consensus online dictates, right?
I'm guessing inasmuch as overall size, geography, and placement of Poké-world analogues.
If it's a reason to imagine a Pokémon Yellowstone, hell to the yes, but it's something we should be rather cautious and reserved with. This is a magnifying glass over the existing stuff, not sculpting Corna things anew.
edited 2nd Sep '10 5:03:32 PM by Pykrete
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