Download for full view!
Name: Kele. Just Kele.
History: He grows up in the desert of Orre, among the nomads, where his grandfather—their chief—teaches him everything he needs to know about how to survive in the harshness of the heat and the sand and the rocks.
Try as he might, though, the chief can never teach him to listen.
He has an argument with his brother one day. It’s a matter of pride, really. To prove a point, he goes into the ruins—the ones they are expressly forbidden to enter, the ones where the Unown and the guardian bird dwell. There are stories—the ruins drive men mad, attack their minds, twist them into lunacy. But he’s not listening, and he goes in, and to prove he did it he steals one of the old leftovers from whoever used to live there—just a gilded dagger, nothing much.
The bird doesn’t like that.
Sigilyph is not kind to intruders on the territory it guards, and this one has a host of Unown at its command. The psychic force is overwhelming, and if not for his grandfather showing up at the right time, the boy would be dead.
Instead, though, his grandfather is dead. The boy escapes only because Ged evolves into a Flygon and manages to fly him out.
Things start to go wrong in the camp while he recovers—pots of scalding water tipping over for no apparent reason, Pokemon turning on their human companions without warning, skeletal wings lurking on the horizon, and people whisper that he’s brought a curse on them, that men were not meant to tread the ruins anymore. He has nightmares. Kele knows it’s the Sigilyph, but his father forbids going out and hunting it down, for to kill in cold blood is a sin. His father is uncertain, because he has just become the leader of the tribe, before he is ready.
His brother comes to see him. There are harsh words, anger in his eyes. He shouldn’t have done it, it was a stupid dare, and now the chief is dead and the camp is troubled with bad luck.
“I’m leaving,” the boy tells his brother.
And he leaves.
He takes his bird, and his dragon, and his bow, and he goes out into the desert. He knows the Sigilyph will follow him. He leads it away from his family and friends, and when the opportunity presents itself, he turns to face it. He shoots it out of the sky, with an arrow right through one of its giant, staring eyes, and while it lies on the ground writhing in its death throes, he slits its throat with the very knife he stole from its ruins.
He feels no remorse, but he feels no happiness either. He feels nothing at all.
He retrieves his arrow and snaps it in half, ties a cord around the arrowhead and hangs it around his neck. He leaves the knife lying in the dirt; the sight of it makes him sick.
He doesn’t go home.
He wanders a great distance—out of the desert, across plains, over rivers and through forests. He comes to a new land, called Unova, where there are rumors of war on the horizon. He feels strangely compelled, maybe by some reminiscent guilt, and decides he will join in the effort to maintain peace.
But sometimes, he doubts whether the firstborn prince is really seeking peace at all.
Personality: Kele’s curiosity is greater than his common sense. He’s often awestruck by places outside the desert he’s used to, and sometimes gets himself in trouble exploring them. This said, he’s reliable in a pinch, usually creative enough to get himself out of it and when he doesn’t, he has his Pokemon.
He’s pretty upbeat most of the time—he’s aware of his own naivety regarding Unovan culture and customs, but he takes it in stride and sometimes plays it for laughs
Other Fun Facts:
- Kele can’t read Unovan writing—but he can read Unown writing just fine, as that’s what his family taught him.
Ged: Ged is Kele’s oldest Pokemon and dearest friend. He is very sensible, even when Kele is not, and has fetched the boy out of more than a few disasters. He is Kele’s main mode of transportation over long distances.
Pana: Pana is the quickest and cleverest of the bunch, and proud of it to boot—maybe a bit too proud. She’s a bit sassy and uppity. However, she is an expert hunting bird, able to sight and retrieve game on command. Kele has developed a system of whistles and birdcalls to signal commands at her, which helps when she is flying at a distance.
Emet: When Kele met Emet, it was the guardian of an old tomb that he was (apparently) trespassing upon. Emet very nearly did the entire party in, and only a blow to its stone head stopped the Golett from doing so. Hence, the crack on its head, through which shines the light of the strange energy that animates this stone guardian. Emet is quiet and reserved, almost child-like in behavior, and follows Kele doggedly ever since the incident in the tomb, but Kele sometimes worries that that crack in his head might not be enough to prevent him from reverting to his previous nature one day.