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Old 08-30-2018, 05:32 AM   #1
Ex-Admiral Insane
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Zone Admin Elections (September)

Zone Admin Elections

The swamps of Le Marecage Noir have been drained, and New Fizz City is slowly devolving to Bedlam as both are or will be closing their gates soon.
This has left a zone-filled hole in the heart of Fizzytopia, distressing the youngsters and angering the veterans.
Expert trainers all over the land have been called forth to take on the mantle of exploring and managing a new location.
Ladies and gents, trainers of all ages, let's create a new zone!

Current Status: Zone Applications
Current Status: Zone Admin Nominations


The way Fizzy Bubbles now stands with its updater pool, we can afford to open up 1 new zone. With the new changes to how zone rotation works, this new zone will not be considered seasonal. Rather, all zones will be held under scrutiny during our tri-annual reviews and based on that we'll close zones and open new ones.
The proceedings for this zone election will be held in a similar way to last time. Votes will be cast in favour of a Zone Admin, not a zone. The moderators (Sandaa) will take all votes into consideration and make the final decision themselves. The new Zone Admin ultimately has the final decision as to which zone they'll be taking up. The community may cast a ballot in favour of a specific zone, but these votes will be advisory mostly. We’re looking for a responsible leader who is willing to spend a portion of their free time maintaining their new zone; hiring new updaters, firing old updaters, managing updater's workload and ensuring all adventures proceed routinely by having their updaters work together.

We will first only open the floor to zone applications. Later in the month, we will also open up the thread to Zone Admin nominations.
The elections will be held in a similar vein to moderator elections. That is to say, the community will be able to give their input and final vote on the candidates, and the moderators (Gary) will take these into advisement and make the final decision themselves. Because this is a Zone Admin election, and not a Zone election, keep in mind whether you want to retain exclusive rights of ownership of a zone you submit or whether you’re willing to have someone be its administrator in your stead. In case of the latter, you’re free to partner up with a ZA nominee you trust to moderate your zone. In other words; one player can submit a zone and have a second player apply to be its Zone Admin. The minutia of the partnership – eg. Who has the ‘creative’ control? – is to be decided between the two players beforehand. Understand though that the elected Zone Admin is the one who'll be held responsible for its daily operation.


Proceedings
1. Players may submit a zone in this thread for preview until 21st September, 11:59 PM GMT.
2. When submitting a zone, and willing to relinquish control of it to another player should you not be nominated, please state so.
3. Players may also nominate themselves for the position of Zone Admin in this thread from 8 September, 12:01 AM GMT until 21st September, 11:59 PM GMT. Please keep Zone and ZA applications in separate posts!
4. When possible, please state which of the newly submitted zones you’re comfortable running if given a choice.
5. Votes for a Zone Administrator may be cast from 22nd September, 12:01 AM GMT up until 30th September, 11:59 PM GMT.
6. You must send a PM to Sandaa with your single vote for ZA candidate along with a preference for a zone, should you have any. You may not cast a vote for yourself. ZA candidates are expected to provide a vote!

7. The winner will be announced on On 1st October, 12:01 AM GMT after which the zone may be put up on the UPN branch.



Zone Rules
* The choice of zone is ultimately decided by the winner of the Zone Admin election.
* The zone will be on the UPN Forums.
* The zone will go up on 1st October, 12:01 AM GMT.
* The zone will be evaluated during the tri-annual reviews of January, May and September.


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Zone Admissions

Zone Admin Nominations
(Note: While most, or all, candidates might be willing to host any zone, I will only be showing their preferences in this list.)
  • Lil'twick
    1) Arcane Realm
    2) Arboreal Cradle
  • Raves
    1) Voltbreak Valley
    2) Arcane Realm
    3) Arboreal Cradle
  • TheKnightsFury
    No Preference
  • Heather
    1) The Kingdom Below
    2) Arcane Realm
    3) Arboreal Cradle

Last edited by Ex-Admiral Insane; 09-11-2018 at 02:02 AM.
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Old 09-01-2018, 09:54 PM   #2
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Not really looking to ZA myself.
This zone is open to anyone willing to ZA. They will have full creative control of the zone as well.


Voltbreak Valleys
The Thundering Frontier


Across the ocean lies a vast expanse of land, unkempt, untamed and, until recently, uninhabited. Rough lands of sharp cliffs and unforgiving weather have battled one another over the course of centuries to form this impressive landscape of canyons, valleys and open ranges. Brave souls have ventured to this new frontier to settle at the fertile lands of the Voltbreak River in the hopes of starting a new life. Hope has persisted for those who have fortuitously managed to sustain a new life in this place. Their civilisation quickly grew as new pilgrims entered their lands and sought to explore further to carve their own home in these lands. The inhabitants spend their time in races and competitions as each tries to carve a place of their own in the new frontier. The wildlife itself have been both curious and suspicious of the newcomers, as many of these Pokémon have never seen a human being before.
But not all is well, as outside the tranquil green valleys lie thundering plains and deserts wracked by sandstorms. Rich in resources that are ready to be claimed, but hazardous for any who try. It is by no coincidence that these new lands with little authority have bred an exhausting amount of outlaws who will stop at nothing to claim for themselves what others have made. The meek and timid are quickly transformed to hardened gunslingers who will not turn cheek when bandits hammer at their door. Prosperous fortune lies in wait for the lucky, and disastrous consequences for those who dare to go too far. Where will you stand?




Galvand Grasslands
At the centre of the land lie the richest of plains and most exultant of people. The victory that proved new life was possible in the land. The area is characterized mostly by its rich pastures and buzzing cities on the inside and the open ranges on the outside. Most citizens tend to be carefree as life has been rewarding to them in the new lands. Those who live on the borders know a different fate, as they’re aware of the lands outside their valleys and the people who have grown accustomed to them.

Everpeace Prairie
A hopeful name given to the rich valley of lush grass and smooth hills, and one it has maintained over the course of time. The first place to be settled in these lands, many of the first towns and ranches were established in this area among the meandering Voltbreak River. The curious wildlife of the area have taken an interest in the newcomers and remain friendly to many travellers.

Everpeace Ranches
Dotted around Everpeace Prairie, some ranchers have taken to fencing off a piece of land for their own. Most are welcoming to the pilgrims that travel through, though some remain distrustful of strangers in their lands and will chase them off when they can. Despite the vast number of these ranches, rivalries are far and few between as most tend to specialize in a specific breed of Pokémon; Miltank, Mudbray, Rhyhorn and others. This has led to most neighbours engaging in regular trade. Spats for resources and land perimeters are rare occurrences, though they may still occur from time to time.

Silver Star City
The largest of the new settlements. Many will find their first port of call to be the newly founded, thriving establishment of Silver Star City at the rich meandering banks of the Voltbreak River. Basic goods and medicine can be found in the various stores, as well as some luxury products. The locals are friendly and eager to help one another, as hostile influences are warded off thanks to Clearvale Fort.

Silver Star Arena
The pearl of the frontier towers on the outskirts of Silver Star City. Ranchers gather here weekly to show off their prize Pokémon and wares or engage in trade. Many prefer proving their Pokémon’s superiority in competitions hosted regularly on the open grounds of the arena. Races between Rapidash, Zebstrika and Rhyhorn, strength competitions between Bouffalant and Tauros, and even friendly shows of Herdier, Growlithe and Poochyena are all exhibited at this local gathering point.

Wildrock Savanna
Beyond the Everpeace Prairie the land starts transitioning from fertile grasslands to barren deserts. An open range where many farmers and ranchers freely herd their cattle to graze on the open fields. The wildlife is a mixture of shy but cunning Pokémon hiding in the shade, and stampedes of violent brutes. This vast expanse of land stretches beyond the horizon where its borders meet the badlands to the west and the wastelands to the east. Dry heat in the day and chilling winds at night have discouraged many from travelling far north where no civilisation exists.

Clearvale Fort
Nestled on the Voltaic Trail between the Diglett Peaks, a bastion of strong-minded individuals maintain the peace at the borders of the Galvand Grasslands, shielding them from the outlaws of the neighbouring wastelands. The Voltaic Trail passes through the fort, ensuring travel can be blocked if needed. Bounty hunters and Pokérangers gather to use the Fort as their base of operations for hunting criminals and protecting the local wildlife. And many will have jobs and bounties for trainers looking for work.




Whistling Wastelands
So called for the constant sound of thunder that rolls in from the Shatterstorm Fields and the howling winds from the Aurum Desert. Far from what its name suggests, most of these lands contain rich fertile soil that would rival even those of the Galvand Grasslands. However, the constant barrages of thunder strikes and desert storms loom everywhere. Those who wish to try to find their luck here are often called risk seekers. The lucky few who manage to find their fortune become eccentric and protective plutocrats, but most will find their finances and spirit broken in a manner of days. Many end up resorting to a life of crime to make a living, becoming cattle thieves, highwaymen and bandits to supplement their perilous lives in these lands.

Stillrest Plains
Along the Voltbreak River but stuck between the two extreme climates of the Shatterstorm Fields and Aurum Desert, the Stillrest Plains are often battered brutally by their neighbours. Quite a few settlements have managed to establish themselves in the area, though not all end up prosperous. The environment can prove a challenge to many settlers, but will reward richly those who prevail. Many a soul has been defeated by these lands, and are now looking to inflict their pain on others out of necessity and self-interest.

Steelbarrel Settlement
The largest and most reviled settlement in Stillrest Plains. Saloons, cafés and stores can be found easily, but quite a few of the town’s buildings have long since been abandoned. Those that do remain in business have exchanged owners more than once, not always peacefully. It would be a rare occurrence to find a building that still has its original owner. While crime remains rampant, it has never managed to gain the upper hand, yet. With no dedicated law enforcement, the bold rule this land. And outlaws are not uncommon.

Shatterstorm Fields
Towards the northern borders lies a vast grassland of both sand and shrub, enshrouded in a near-permanent state of thunderclouds and lightning bolts. Ancient legends have it that a Pokémon is responsible for this perpetual climate. The sand itself has been reduced to a fine dust as a result, providing it a permanent static charge. Many travellers have been discouraged from coursing these lands without proper preparation. Only the hardiest can manage to find a home amongst the lightning bolts that seem to strike the ground with every passing minute.
Some Pokémon may evolve as a result of the natural electric charge in the area.

The Red Fingers
A misnomer, as none of the local monoliths are even remotely red. The original name for the place was ‘The Fingers of Regirock’, before locals decided to shorten it. So called for the dazzling view of rocky pillars that seem to come out of the earth like a giant’s hand; thin quartzite monoliths dotted around in a landscape of larger cliffs. When the weather from Shatterstorm Fields permits, Sky Trainers enjoy using the terrain for battle. When it doesn’t, thrill seekers can be found doing the same. Stay aware, many territorial birds make their nest in these cliffs and will attack anyone who comes too close.

Lucky Town
Now only a rundown, decrepit shell of what it once was. A large group of settlers had once managed to establish a thriving town in the Stillrest Plains, proving to the world that life in the area was possible. Only months later, when a band of travellers passed through, was the town found to be deserted. No clues were left behind as to where the villagers had gone to or what had become of them. There were no signs of struggle and their fortune had remained prosperous. Soon thereafter, stories spread of the town being cursed with sightings of ghosts and moving shadows. Some took these stories to heart, while others brushed off the noise of curses. But even the non-superstitious can’t deny its ominous presence, and have kept a clear distance from the place. To this day, the town has remained abandoned, as no one dares approach. And the question still remains as to what has became of the original settlers.

Aurum Desert
Towards the southern border lies a cracked land of few resources and means, and plagued by sandstorms. Many of the people who have established a home amongst the dunes tend to be prospectors and miners in search of gold. The various caves in the land contain rich veins of ore, but none of them gold, causing tensions to rise between the distrustful settlements. The metals that do exist are useful only to the more technological advanced societies, and as a result the inhabitants are forced to engage in trade if they wish to live.

The Saltspit Mines
The richest and largest in terms of tunnel depth. Precious metals and valuable gems can be found that can make any man’s dream of riches come true. All except for those who have gold on their mind. Many Pokémon have made a home in these tunnels long before humans arrived. The constant intrusion of the miners has made many of them hostile to humans, and cave-ins have become more and more common as a war brews between the prospectors and the local wildlife.




Boldore Badlands
The Boldore Badlands’ most iconic features are the rocky outcroppings that dot the land, many seeming to take on a rough shape of a Pokémon if one stares long enough. But by far the most impressive is Crustle Canyon; a miracle of geography made by thousands of years of harsh winds and whitewater rapids. The canyon can be explored either on foot through the gorge, or by water across the Voltbreak River.

The Stone Barrens
A small stretch of desert separating the area of the Galvand Grasslands from Crustle Canyon. An amazing view of hoodoos, buttes, arches and mesas mark the land with easy reference points for crossing. Don’t let the impressive sights fool you. The clear sky combined with dry heat can make crossing this plain a challenge. For this reason, most prefer taking the longer route along the Voltbreak River. However, many adventurers and pilgrims consider the crossing to be a true test of grit and determination, and certain circles hold high respect for those who have taken the challenge on foot.

Coreflint Crater
Located in a remote section of the Stone Barrens lies a giant, desolate crater of grit and pebble. Mysterious sightings of strange creatures have been reported, though most attribute this to mirages caused by dehydration. The large meteor responsible for this scene lies at the bottom of the ravine, and gives of a strange presence.

Stonewater Outpost
A small establishment set up at the perimeter of the canyon right between the Voltbreak River and Crustle Canyon’s pass. Most utilities will have to be brought over from neighbouring settlements. Adventurers may stay the night at the tavern if they wish, before deciding to trek through the canyon. Many of the local ranchers set up shop near the area to rent out their Pokémon for travel and even provide guided tours.

The Golem Gorge
A narrow, zigzagging trail past sharp cliffs. Rocks fall here more often then elsewhere, and many strong, violent Pokémon make their nest in the area. Tour guides hired at Stonewater Outpost tend to avoid this Gorge when they can, though cave-ins at the other passes may make this part of the journey inevitable. Many proud people therefore sell themselves as guards and protectors to the more gullible folk.

Wingbeat Valley
Nestled deep within the confines of the canyon, a large green valley rests peacefully in harmony with the denizens. Many young and naďve Pokémon live in the area, undisturbed by the quarrels of man. But so do vicious and strong Pokémon who act as the protectors of the land and will ward of anyone who threatens to harm the place and its denizens.
Players must have travelled through Golem Gorge to reach this place.

Voltbreak River
Further downstream, the river cuts through the rocky cliffs of Crustle Canyon. One may take a lazy trip down these waters on the back of Pokémon to witness the miraculous sights of nature’s centuries of work, though one must always stay wary of falling boulders caused by the endless erosion and the occasional rapids that form at the dangerous bends. The river forks into many paths, mostly safe and a few treacherous. One would be wise to steer clear from these last few. Strong water Pokémon may make their home here and are not accustomed to seeing people in their waters.

The Wailord Waterfall
Deep in the belly of the canyon, the Voltbreak River joins up with a gargantuan waterfall and the basin it creates. A towering height of white water cascading off the yellow rocks into a cool, tranquil lake. Many people visit this place to marvel at the wondrous sight and to take a swim in the deep, refreshing waters. Many friendly Pokémon make their home in and around the lake, and will often approach humans themselves.
Players must have travelled along the Voltbreak River to reach this place.
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Last edited by Ex-Admiral Insane; 09-03-2018 at 05:32 PM.
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Old 09-06-2018, 04:56 PM   #3
Ironthunder
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The Lost Temple-City Of The Chenrixletiqua, Tzetra-Quen

Hundreds of years ago, the Chenrixletiqua ruled supreme throughout the jungles and marshes of a rainforest whose name is lost to time. At the heart of the vast jungle lies their capital, the great fortified temple-city of Tzetra-Quen. As with all things though, eventually Time took its ruinous toll upon the Chenrixletiqua, and they were annihilated in a raid by another tribe, who seem to have disappeared from history at roughly the same time as the Chenrixletiqua, leaving behind a deserted city and an untamed rainforest. Now, these lost ruins have been rediscovered, and plucky adventurers are moving in to find treasures, mysteries and secrets of the lost temple-city. But the temple-city is barren no more, the natural inhabitants of the jungle laying claim to the ancient sites, and the secrets of Tzetra-Quen will not yield themselves without resistance...


Great Temple of Zyrravul
The Great Temple of Zyrravul, Lord of the Sun, stands resplendent within the center of Tzetra-Quen. Even with the city around it falling into ruins, the pyramid stands strong still, housing a maze of tunnels and passages once home to the priests of Zyrravul. Truly an awe-inspiring structure, yet the possibility of great treasures within have lead to explorers frequently entering these sacred ruins, their expeditions meeting with swift retribution from those creatures who call this structure home, drawn by the lingering aura of the sun’s majesty. Please reply in Orange.


The Streets of Tzetra-Quen
Once thriving with life and activity, time’s ruinous toll has been exacted upon these streets. Now, houses lie abandoned by human life, or else with their original owners lying within, a gruesome reminder of the fate that befell this grand city. The city is not devoid of life though, as Pokemon have inhabited these archaic structures for the shelter they provide, amongst other benefits. Many casual and novice adventurers make these ancient dwellings their first expedition into the ruins of Tzetra-Quen, due to the ease of navigation and relative pacifism of the inhabiting Pokemon. Please reply in Wheat.


Shrine of Mrinjar
A dilapidated shrine in the southern reaches of the citadel’s ruins, the presence of the much-feared Lady of the Night still lingers around her archaic place of worship, despite the illegality of it within the glorious walls of the Citadel of the Sun. Those Pokemon most in touch with darkness and the night are drawn to this mystical shrine and the miles of tunnels beneath it, used by cultists in the citadel’s heyday. Most tunnels are still traversable, although their stability may not be the greatest issue potential explorers will face. Please reply in Purple.


Caverns of the Ancients
Deep beneath the Great Temple of Zyrravul lies the ancient caverns upon which the Citadel was founded. Within these cavernous hollows lie an array of secrets. Colossal cisterns, towering spires and other natural formations have formed over the years, and the rumors of gemstones in the lower reaches draw many to these caverns. However, the caverns were also used to inter the remains of the great servants of Tzetra-Quen, and straying into the wrong caverns may result in new additions to the occupants there. Please reply in Sienna.


The Geode Mines of Xletec
Beneath the Caverns of the Ancients lie the Geode Mines of Xletec, one of the greatest sights Tzetra-Quen has to offer. Giant, glowing crystals permeate every surface, and gemstones of all colors dot the terrain, once attributed to the god of the earth, Xletec. Glimmering gemstones and more await the intrepid explorer who delves into these caverns, although the depths hold more than just these fruits of the earth… Please reply in DeepSkyBlue.


The Southern Jungles
Untouched by the fate that befell Tzetra-Quen, the vast jungle expanses to the south have grown, wild and unfettered by human civilisations. The tropical climate and the lush vegetation allow for a vastly diverse array of often-exotic Pokemon to inhabit the area, often with little to no experience of human interaction. Please reply in DarkGreen.


Swamps of Xlertic
The northern glades of Tzetra-Quen once held the rich hunting and fishing grounds for the Chenrixletiqua, but time has decayed this once-great forest and lake into a single fetid mire, within which lurks ancient horrors known to few, and explored by fewer. Brave souls may walk between these once majestic firs, but it is advisable to watch your step: the paths are few, the waters deceiving, and the omnipresent plants may be concealing more than just mud... Please reply in Teal.


Anyone can be the ZA for this. Creativity is encouraged.
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Old 09-06-2018, 08:19 PM   #4
Heather
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Anyone can be a ZA for this place. I'm open to suggestions for sub-areas and new areas (as well as new names for existing areas) being suggested during this process, though do be aware that much of this is left to be relatively open-ended to allow for the updator to do for the most part what they wish with their adventurers. Anyway, Introducing...


The World Below: The Subterranean Kingdom Zone

Deep amidst the unforgiving Revelation Mountains, the Impassable Range lies as an achievement that mankind shall never conquer. But what lies beyond their slopes is of little consequence now. A fissure has opened at the foot of the tallest peak of the Impassable Range, leading to a great red stone gate that lies open, as if the cave were expecting your arrival. Past the gate, red stone steps spiral away into the darkness. As you venture downward, crystal insets begin to adorn the walls, dispelling the darkness you thought might swallow you and bathing you in an eerie, otherworldly light. After a few minutes descent, you reach the bottom. Stepping through an enormous stone arch, you are welcomed into a wide open space, lit by enormous specimens of the glowing crystals that have guided you thus far. Foreign images in this same substance cover the walls, their meaning unknown. Are they a guide? A legend? A warning? Several paths branch out from here. Those brave enough to forge on will witness wonders and dangers in equal measure. What will YOU discover?

Raudaukse City: Please reply in Red

A short trip straight ahead from the floor of the stairs leading here leads one to what should be a city. Homes of a kind are constructed from enormous slabs of red stone, and the same material forms pavestones for what should be streets, with a crest of two crossed axes carved where the pathways intersect. Despite the fact that the place is in wonderful condition, not a blemish upon it...it appears to have been deserted for a long time. The residences are barren, their surfaces gathering dust. Surely, various Pokemon could think to live in a place like this...but, if this shell of a city still stands firm, other things might as well...if you believe tall tales.


The Ancient Mines: Please reply in PaleGreen

All of the glowing crystal thus far had to have been coming from somewhere. Finding the gaping maw of a huge mine, it becomes clear that that somewhere is here. A huge tunnel bores sharply downward as the smooth, crafted tunnels you are used to end abruptly. At the maw of this immense hole, some manner of guide is hewn into the stone walls, but the text is both faded and in a strange, unfamiliar tongue. Even as the sounds of Pokemon and other...things...come from below to reach your ears as faint and eerie echoes, the possibility of wondrous treasures easily beckons braver-or more foolish-folk to venture down into the seemingly endless depths.


Serene Loch: Please reply in RoyalBlue

The sound of running water leads you through a twisting series of passages, before all at once they reveal an enormous, open expanse. Stalactites hang down from the ceiling, with mineral deposits partially covering giant formations of glowing crystal and droplets of water constantly falling from their points into the enormous lake below. Veins of glowing crystal can be seen from beneath the surface, but the lake itself is clearly deep and filled with secrets hidden from view. On the far side, the water spills into small basins that form small lakes, pools, and rivers that support gardens of strange mosses and other non vascular plants before draining away into tunnels that branch away to other parts of this enormous realm.


Dread Crypt: Please reply in DarkOrchid

The rivers from the Serene Loch meet their end here, forming the border of a decisively eerie graveyard before draining underground and away from sight. Graves here bear neither names nor headstones, but rather instruments of war in, alarmingly, various conditions. In the center, however, a small building of red stone bears only a shaft that leads to a dark, dank crypt. Weapons again lay on top of coffins, though the dim, somber lighting prevents you from discerning their shape. Specters abound here, both of Pokemon and of other sorts. Some have spoken of fleeing upon hearing a dread rattling from deep within...


The Hellfire Forges: Please reply in DarkOrange

Those with a resolve in their hearts to be the toughest without fail find their way here, following blistering heat to an open forge. Magma issues forth from the walls and pools near anvils without workers. Hammers, unrefined ores, and the beginnings of blades and grips are strewn about. Fire and Steel type Pokemon reside here most of all, and those in search of strength will likely find like-minded competing Trainers exploring here as well...or perhaps more interesting challenges.


The Midnight Abyss: Please reply in SlateGray

If one wishes only to go downward, to find the deepest depths of this forsaken world and lay claim to whatever treasure may lie there, they will find a path that leads sharply downward. The smooth, defined walls and floors will end. The crystals that lit their way will lose their efficacy. From that moment on, whatever lies in the vast, dark expanse will determine their fates...what dread monsters await those brave enough to recklessly forge a path into the unforgiving dark?
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Old 09-07-2018, 01:28 PM   #5
Lil'twick
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Willing to ZA for this zone, but anyone can if they want to.

THE ARCANE REALM



"The moment man devoured the fruit of knowledge, he sealed his fate... Entrusting his future to the cards, man clings to a dim hope. Yes, the Arcana is the means by which all is revealed..." Nyx Avatar (Persona 3)

Once a simple place where new trainers were sent to learn the basics of adventuring, with the vast changes to Fizzytopia the Arcane Realm seemed to have faded from existence. Though gone, it was never forgotten by the bitter trainers who were forced into spending what felt like years in that simplistic place. A place where no growth was truly given, and only stagnation existed. Yet, when the realm disappeared, all were freed from their restraints and truly allowed to begin anew.

Now, it seems that the Arcane Realm has resurfaced in Fizzytopia. Showing up where the old Arcane Realm use to be, this new one is vastly different then the one that the denizens of Fizzytopia are use to. Now truly a place of magic and mystery, it says the very land itself is influenced by the “cards”/ What these cards are, and what they refer to nobody particularly knows. The only thing that is certain, though, is that this Arcane Realm is teeming with life, and has infinite possibilities for adventure.

The Kingdom of Swords


Encompassing the entirety of the Arcane Realm, the Kingdom of Swords rules over those who make their residence in this mystical place. Though, the main part of the Kingdom is the castle of its ruler, and the small castle town and vast plains that surround it. It is also rumored an ancient tomb of the emperor that founded the Kingdom, which use to be a vast empire, is hidden deep within the castle. (Please respond in RoyalBlue)

0. Fool’s Path - The main road through out the Arcane Realm, it symbolizes the beginning of a journey and has many branching paths that are meant to symbolize life’s many paths. Many new trainers have tread this road, looking to see what adventure would unfold for them.

I. Magician’s Hamlet - The Castle Town, named for the power Court Magicians that made their workshops here, where it is said that all of its inhabitants are master craftsman and well known through the realm. Those that live here have been loyal to the Kingdom for Generations, and the beautiful buildings and rich populace show that even in it’s twilight years, the Kingdom is still prosperous.

II. High Priestess’s Cathedral - A large, gothic cathedral sitting atop a hill overlooking the Hamlet, it was said this place was built by a holy maiden with her bare hands to offer a place of refuge and respite for the poor and damned. Her charity and kindness has created a devout sect of nuns to her teachings, who look after and take care of her cathedral. Pilgrims from all over visit this place, looking for the sacred knowledge hidden in the texts and relics within the Cathedral.

III. Empress’s Garden - Within the castle walls lies a beautiful garden, said to be planted by the first Empress and continues to this day be tended by the queen and her servants. A variety of flora and fauna make their home here, and many of the kingdom’s artists and writers come here as a means for inspiration, and a small amphitheatre where plays are held is within the garden.

IV. Emperor’s Castle - The main castle itself, made of beautiful marble stone with blue spinnerets atop the towers. Despite its majesty, the Castle itself feels like a labyrinth for those unacquainted with it. After all, only the foyer, ballroom, and throne room are open to the general public, and the research labs, soldier and servant quarters, and even the royal family’s private quarters are often off limits. What secrets this castle has for the years it’s stood, it’s said only the King knows.

V. Hierophant's Crypt - The ancient resting place of the royal family, buried deep within the castle with an entrance for visitors to see from the Cathedral. While the Cathedral’s entrance is a tunnel with a statue of the great Sage-King known as the Hierophant, who turned the empire into the kingdom it is now today, it is said that there is an entrance in the Castle itself, revealing a vast catacomb of the royal dead, and royal riches. There are rumors among thieves that the statue at the Cathedral can also provide an entrance, but the information that lies here contains the history of the Arcane Realm as a whole, and is something only a brave few can learn.


The Forest of Wands



Once monikered the Forest of Adventure, the Forest of Wands has been changed and twisted by the surplus of magical energy flowing through the Arcane Realm. THe once simplistic woods are now a labyrinth where magic flows through the roots of the trees and a sense of dread and whimsy encompass all who enter. Though, it was possible that this was here the entire time, like everything else, and the deep magic that flows through these woods caused trainers to dream of the much more simplistic Arcane Realm. (Please reply in SeaGreen)

VI. Lover’s Grove - Named for the two giant oaks twisted around each other, said to be the eternal form of a princess and her commoner lover. Couples can commonly be seen coming here, sitting under the oaks and gazing into the small pond next to it. Various berries and flowers grow under these oaks, said to be the fruits of love. Yet, important life decisions are made here, and for a simplistic place there is often danger lurking about for the couples who venture here.

VII. Chariot Inn - An inn and tavern for travelers located at the mouth of the woods, named for being a common resting spot for knights on their patrols through the kingdom. Travelers from far and wide make their stop here, either preparing to brave the forest or just to experience the Arcane Realm in full. A variety a favors can be done here for those staying here, or it can serve as a stepping stone to travel into the woods. Though, it is ill-advised to leave the inn during the night. Grim things are said to happen.

VIII. Cave of Strength - Deep within the woods is a cave rumored to be filled with dangerous beasts. While the knights stay clear of this place, thieves, adventurers, and foolish children explore this place in hopes of trying to find treasure or just prove their mettle. Though, while the strong certainly prevail, there have been more than a few people who have gone missing within the cave. Some say a religious cult is to blame, others a demon. What really lurks there, though, is unknown.

IX. Hermit’s Mire - A swampy portion of the Forest, the mire his home to various hermits, lunatics, and other outcasts of society. A thick miasma hangs in the air, making it hard to breath and visibility not the best. What lurks within the putrid waters further cements this is a place people do not want to visit. However, it is said that those who embrace this place find enlightenment.

X. Fortune’s Woods - A place in the forest where the magical energy is at its most potent, forming a sort of myst that permeates the air. Everything from the trees to the wildlife here seem a bit out of this world, and it’s hard to predict what exactly will happen here. Some state that these woods even spin like a wheel, and depending on where the wheel is travelers will experience either good luck or bad luck. Whatever it is, this portion of the forest is filled with fun and whimsy.

XI. Grounds of Justice - A barren field, charred and stained in blood. Here war criminals were executed, heretics burned, and those affected by plague said to waste away. A statue of an angelic figure watches over these sacred grounds, guiding the dead towards enlightenment. Whether their deaths were just or not, they have tainted this land within the forest. The only thing that awaits here is grim fate, with scales in her left, and sword in her right, ready to guide the lost.


The City of Pentacles



A marvelous, extravagant city on the coast that serves as the Kingdom’s main mercantile capital. While the master craftsmen of the hamlet visit here to sell their wares, there are more than one way to make a quick buck in this city of money. Greed drives the people, and those seeking to become rich come here. Those these ambitions have not lead to good results. A dark underworld resides in this place, where the filth and muck are the last of a person’s worries. Striking gold is easy, losing your life is even easier. (Please Reply in LemonChiffon)

XII. The Hanged Man’s Plaza - A statue of a famed monk sits directly in the middle of the city’s main plaza, trying to remind the residents to practice restraint in terms of their greed. Flower beds and benches accompany this statue, and the poor and unlucky help tend to this place. In a place of greed, it feels off that a reminder to let go of things and make sacrifices for the better good is in place, but more happens at this tourist attraction then what meets the eye.

XIII. Death’s Yard - A vast graveyard on the outskirts of the city, where the dead are laid to rest. Those who have lost their lives to greed, disease, or misfortune make up the majority of those who now reside in this land of the end. Though, it can also symbolize a new beginning, and the small church presiding over the yard helps people restart their lives. Though, sometimes, the ghosts do it for them.

XIV. Island of Temperance - An island off the coast of the city, another tourist attraction for visitors to the city and the patrons to make money off of. It was once a temple where monks practiced their beliefs in order, and those that have defiled this sacred land are said to meet with a grisly fate. Though, the temple remains intact, even if it is slightly submerged now. Spelunkers try to find the treasure still hidden in the temple, and the treasure that has been lost under the waves. Weather land or sea, there is something for everyone at this island.

XV. The Devil’s Playground - The city’s slums, where the law doesn’t exist and drugs and crime run rampant all in the name of money. Addiction to money, drugs, and even bodily pleasure are common within the inhabitants, and the seedy dealings here are seen as a sort of wonderland for those who like that kind of lifestyle. Though even through the filth and muck, a beautiful lotus can bloom. Even here can some of the most valuable treasures be found.

XVI. The Tower - An ancient tower that has been in existence before the city was even built, it was an attempt to reach the heavens. Even if it’s now destroyed, it still towers over the city, and can be seen anywhere on the horizon in the Arcane Realm. Places like the Cloud Garden and New Fizz City can be seen from the top of this tower, and the halls within hold the history of the city and not only the shady dealings within this city, but also of the magic in world around it. It’s said, however, that the wisdom here is guarded by creatures of eld, and an elevator system is in place for tourists that want to see the view from the top.


The Land of Cups


Named for the small valleys and tall hills and mountains native to the region, forming almost natural cups, this is an almost verdant and fertile land. Despite the desert in the very north and the mountains nestled in, a large variety of life can be found here. The Land of Cups is the jewel of the Arcane Realm, and without it, the realm would be a lot more desolate. Luckily, there a preservation efforts to make the this jewel doesn’t lose its shine. (Please respond in Plum

XVII. Desert of Stars - A small, arid desert at the northern tip of the Land of Cops, the Desert of Stars is named for the various meteorites found within this region. While more a dry, mountainous desert than a sandy one, sandstorms are still a common occurance here. Though, despite these conditions, explorers and treasure hunters flock to this region for the meteorites found here, and the rare Pokemon attracted to them. Some have even stated they’ve had some otherworldly experiences here.

XVIII. Lake of the Moon - The largest lake in the Land of Cups, this place is rich in aquatic life and is a very popular place for fishers. It’s said that this lake wanes and waxes with the phases of the moon, and that the lake acts strangely the closer it is to a full moon and a new moon. Some say during a New Moon, an ancient temple can be seen floating in the lake, but it is hard to verify if it exists there and the lake is too deep to safely explore. During a full moon, the aquatic life becomes incredibly hostile, and the legendary “King of the Lake” has been said to awaken and surface during this time.

XIX. Chalice of the Sun - The largest mountain in the Land of Cups, the Chalice of the Sun is famed for its snow-capped peak and magma chamber deep within. A dormant volcano that hasn’t erupted in eons, the Chalice is a symbol of life to the people. Mountain Climbers and Skiers enjoy the difficult trails and wonderful slopes that are on the mountain, and there is even a ski lift to the summit. At the summit is a small temple dedicated to the sun, built in the middle of a small caldera that was created when the Chalice first erupted. Meanwhile, at the base of the mountain is a deep tunnel system that allows explorers to reach the magma chamber of the Chalice. Across these walls are cave paintings, and relics of ages long past .

XX. Meadow of Judgement - Named for being one of the places where heretics and traitors were tried, the meadow has now grown out from that purpose and is a large place of life for small critters and flowers. The beautiful flowers provide food and shelter for a variety of Pokemon living there, and the feeling of magic is strong here. Mages can often be found here practicing their craft due to the large, powerful leyline within the Meadow. It is also said by the religious sect of the Arcane Realm is that this is where Judgement Day will commence, and all of the flowers here symbolize a soul that will be saved.

XXI. The World Tree - The supposed source of all magic in the Arcane Realm, the World Tree’s roots extend throughout the entire realm. Some believe it is the very thing binding the Arcane Realm together, and what allowed it to go through a such rapid change compared to when it last graced Fizzytopia. The locals often leave gifts for the tree at its base, where the creatures that call it home feast on and use. Though, the health of the tree has proven vital to the ecosystem of the Land of Cups, and that when the tree is in danger the desert grows and crops and life start to die. If not for the world tree, then the Arcane Realm itself will cease to exist.
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Ghost Legion
Hawke | Leo


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Old 09-07-2018, 07:18 PM   #6
Raves
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This one's open to any ZA who wants it, though I would prefer to be the ZA for it.

The Arboreal Cradle
The Eternal Forest Zone


Before there was civilisation, there was nature. From the very void, Arceus was said to have created the world from a single seed and nurtured it with His thousand arms into the land we call home today. However, for all His power, it was not by His hand that life was created, and that nature flourished, for the world grown was barren and empty. Thus was it that Xerneas and Yveltal were created after Time, Space and Antimatter, to create the Cycle of Life and Death, and Zygarde to maintain the Order of the Cycle. With the Cycle started, the land slowly grew from nothing to something, rivers began to flow and the cracked sands toiled to dirt, which bore shoots of grass, then shrubbery. Within a few centuries, a vast forest grew forth, and expanded to cover much of the world's landmasses. Yet, all forests had to come from somewhere...that somewhere is a tract of land known as the Arboreal Cradle, the beginning of life on our world. From within, it is said that Creation continues and the Cycle remains constant, the literal beating heart and lungs of our world in action, and the Order of things maintained, so that when life can no longer remain, Death takes it with dignity to return it to the cycle.

For centuries, explorers and searched for this land, with no avail, and only at the advent of technology has Man at last discovered a world that They have not touched. Expeditions and exploration began with the intent of exploitation, yet the forces within have prevented such disaster from occurring and invaders have been repelled by the Guardians of the Arboreal Cradle, with the few who escaped alive relaying tales of incredible sights and riches, of civilisations who have lived and grown to become one with the Cradle. Following intense lobbying and debate among world leaders, it was agreed that the Cradle be classed as a Nature Preserve, one that no corporation or group shall attempt to exploit, and for only those with permits to travel to.

That was three hundred years ago, and today the status of the Cradle remains protected, though the laws pertaining to the land have been alleviated somewhat so as to allow anyone to travel there. With the doors effectively opened, trainers have flocked to the Cradle to discover a forest unlike any other they have ever encountered.

The Arboreal Cradle consists of five separate and distinct, yet closely intertwined and linked forest biomes, each connected to each other through a central border area, and the boundaries between each are so connected that one may pass into another biome without realising it.


Grandshroud Forest
The Temperate Forest


The largest of the wooded biomes of the Cradle, Grandshroud Forest encompasses much of the central forest belt and stretches to the far west, and comprises an area estimated by explorers to be at least the size of Sinnoh, if not larger. The forest itself consists of a variety of trees from the humble oak to the mighty redwood, and is by far the most popular forest for visitors and tourists due to this diversity. With permission from its caretakers and natives, a permanent settlement has been erected amongst the foliage to cater to the increase in traffic, albeit with some concern among the locals. Nevertheless, for those who wish for the great outdoors, there is no better forest than grandshroud Forest.

Grandshroud Forest is a temperate forest, and many pokemon who reside within it are suited to such a location, making it suitable for easier adventures, debatably. Throughout your travels in this area, you have the option to visit several sub-areas, which are listed below.

Sub Areas

Cedar City: Slowly developed over hundreds of years, Cedar City takes much of its form from Hoenn's Fortree City, but puts the latter to shame in magnitude and splendour. Constructed around and within a thicket of cedar trees, the settlement is considered to be the first port of call for weary explorers to put up their feet and relax. Walkways stretch for miles, some of which even venture out of the city to the surrounding woodland for those who enjoy long walks, and the buildings are eco-friendly by design and requirement. Trade with the natives of the forest are frequent, and the shrewd investor can find themselves with some interesting deals by day. At night, the natural light filtering through the leaves and spot of clearance allows for sights of the sky that are almost unparalleled.

Grandshroud Navel: While a great deal of Grandshroud Forest is under shade naturally, the navel really shows how the forest earned its name. Plantlife is not as common on the floor of the navel as the sheer coverage of leaves above renders the ground below under permanent shade, and indeed in certain areas of the forest the lack of light can require personal sources. Those who venture into the deeper areas of the navel may find pokemon and objects of interest, and perhaps even some treasures or items that previous explorers left behind or lost in their own ventures.

Fall's Grace: By far the most visually stunning part of the Grandshroud Forest, the majority of trees here are of the maple variety and the area itself seems to be in a perpetual autumn, giving every tree within this part of the forest a breathtaking spectrum of gold and brown. Within this area reside the native Vitri, humans who have lived alongside nature for as long as they can remember, and the Vitri are welcoming to those who treat the forest with respect. While their lifestyle may appear a little outdated to some, the tribes are well versed in the arts of nature and have been willing to offer their skills and trades in favour of tasks and other such tidbits, and several of the Vitri have even been known to offer tourists a passage to other biomes of the Cradle.

Celia's Grotto: For those who are of a more occult heart, or simply seek guidance on matters that no other philosopher can answer, the paths through the trees will inevitably take them to this small mossy cavern, alleged home to a being more mythical than many legendary pokemon: Celia, the Dryad. Those who have sought out this mysterious figure fail to memorise their encounters with her, and there are many within the woods who claim her to be folklore, and yet there is the odd traveller who has somehow had some immense trouble lifted from their shoulders, or whom have had life-changing experiences. Perhaps the dryad does exist, or perhaps not, but for those who stumble upon this grotto, their lives will certainly change for better or worse...


Guardian's Springs: Travellers and explorers don't find the springs: they are invited. A closely guarded secret of the Grandshroud Forest, the Guardian's Springs are said to be the home of the Guardian of the temperate forest, a verdant being whose physical form allows them the power of flight, and with the power to cleanse even the most corrupt of souls. Any attempts to enter without permission from a trusted individual will be met with fierce resistance, yet for those who have proven their worth, the Guardian may allow entry into their personal Nirvana, and provide the lucky guest with entertainment and rewards only a divine could offer.

Palearchean Wildwoods
The Coniferous Taiga


Situated towards the northern end of the Cradle, the Palearchean Wildwoods depict the most evident sign that the Cradle is unique due to its geographical location and general proximity to other biomes. Perpetually frigid, the hardy conifers of the Wildwoods stand in a temperate zone that should by all means thaw the soil the trees grow in, yet the earth remains as solid as steel to all but the hardest shovels and the bitter air sinks into skin like teeth on a Sharpedo. The local Sirunsan who call this land home claim that it is the ancestral heart of all taiga, and that rock from the core of the forest helped shape Mount Zephyria over a thousand miles away. With the nature of the taiga, the pokemon within are as hardy as can be, and the chill of the frosty earth affects living things in unusual ways.

The Palearchean Wildwoods are a coniferous forest in a tundra plain, and the wildlife within have endured and thrived in the challenging conditions. Throughout your journey in the wildwoods, there are several points of interest...

Sub Areas

Sirunsan Settlements: The Wildwoods are a great expanse and signs of human life aren't as frequent as other forests, yet the Sirunsan people call this land their home. Scattered across the taiga, the sight of log and stone cabins are welcome for many explorers, and the Sirunsan, while a little intimidating, are charitable tribes who know the sight of a shivering unprepared traveller and chuckle, preparing an urn of warm soup and some appropriate garb. They do however enjoy sport, and their hospitality usually curtails providing them with entertainment of some form, be it through combat or skill.

Dragon's Descent: Taiga are known for having ground that is almost impossible to break through without immense force and determination, yet there have been incidents where something of meteoric force has impacted. One such point is a large depression, marked by scorched earth and trees blown backwards, and the discovery of small fragments of unknown material have led to the belief that the crater was formed by the fall of a mighty dragon during a heated battle. The crater itself is seldom visited, but those who have ventured down have reported unusual sightings of otherworldly nature, and some of the most unusual behaviour in the world has been attributed to this paradox of a hole in the world...

Icebound Castle: The largest clearing in the Cradle belongs to the Wildwoods, where a vast frozen lake sits in a natural vale. The ice sheet itself is a couple of metres thick and has been the source of ice fishing by the Sirunsan, but many who venture here come to check out what has been dubbed the Icebound Castle, a massive rocky outcrop in the centre of the lake completely caked in spires of ice that give the impression of a castle. Entry is at the explorer's own risk, and few have entered the cavern entrance of the castle and escaped intact, making the place treacherous. During the night, among the aurorae, the wail of the wind carries an unusual echo of a voice emanating from the castle, though that may just be the wind...right?

Winter's Wrath: The deepest copse of the Wildwoods is also the most dangerous. Here, the winds howl and scream, the snow freezes into icy spears that tear into flesh and cloth, and the wild pokemon are among the most brutal and merciless in the entire Cradle. Here and there the frozen remains of foolish adventurers lay, either huddled in a frozen tomb or in fragments scattered in small rings. The Sirunsa stay well clear of this land, except for the young men who venture into this bitter waste as a rite of passage. Those who wish to truly earn the respect of the Palearchean natives may accept the rite for themselves, but be warned: once you enter the copse, you are either leaving a hero, or never leaving.


Edelweiss, the Guardian's Peak: By no means the tallest point of the Cradle, Edelweiss is still a very tall mountain in the very centre of the wildwoods, and the upper echelons bear nothing but frozen stone. At the very peak a rift can be sighted in the rock, and folklore tells of the cold and stoic Guardian of the Palearchean, whose physical nature binds them to their mountain. There are no requirements for anyone visiting, for none are required: those who wish to meet the Guardian have to survive the trek up the mountain, then to survive within Edelweiss itself, and to date nobody outwith the Cradle has done so.

Lythan'Torr Glades
The Tropical Rainforest


Lythan'Torr. To most humans, it means little. To the Lythanki tribes, it represents blessings. The name in the native tongue means “Sacred Woods of Torr,” the name of Torr referring to the Guardian of the rainforest. Adding onto the mysterious nature of the Arboreal Cradle, a swathe of the forest hugs the Palearchean Wildwoods, a blend of tropical and taiga in inexplicable fashion, yet the tales of the Cradle being the source of all life on the world holds weight, and Lythan'Torr certainly holds that weight. With an ecosystem rivalling that of Alola, the jungles of the glades – it in itself more an honorific given the size of the forest – have one of the greatest varieties of pokemon residing within, as well as many different tribes of people, who collectively fall under the Lythanki umbrella and connected by one thread: Torr. Explorers should take heed of the beauty, for despite the majesty of the jungle, there are always dangers afoot.

The Lythan'Torr Glades are a tropical rainforest and hold the most biodiversity of any major area, providing much opportunity for adventure. Throughout your escapades in the glades, some locations may catch your attention more than others...

Sub Areas

Old King's Temple: The history of the Lythanki is deep and gnarled, much like the trees found within the ancient temple of the Old King, a great figurehead in the annals who was said to have united the warring tribes to fend off a great evil. Following his passing a massive complex was built, his riches interred within and sealed in the depths. Foolish treasure hunters have journeyed into the temple, and none have emerged, having succumbed to the traps within and the old king's loyal bodyguards, who even in death remain to guard their lord with every fibre of their being. The halls are filled with the rich history of the Lythanki, and there are researchers who seek their own bodyguards to safeguard their explorations.

Springstar's Glory: Many different tribes reside within the forest, each with their own ways and nature, and all respect each other and their ways. At certain times, the chieftains and shamans of different tribes meet in this constructed amphitheatre to conduct offerings and hold feasts, and trainers who wish to learn of the ways or simply wish to experience a day in the life of the Lythanki can seek the building for themselves. However, those who venture should do so with an air of caution, for there is no telling whether their intrusion will be welcomed, and hostilities can and have occurred. On the other hand, if the invitation seems too good to be true, then it may very well be, and an adventurer could end up as a guest of honour at a feast, or as the feast for a guest of honour...

Leniazom Banks: The Leniazom river is the longest within the Glades, and serves as a source of freshwater for many pokemon and Lythanki. The banks of the river stretch for miles on end, and hold a plethora of unique fauna, some of which can only be found within the mud of the Leniazom. Some can catch a boat trip up and down the length of the river either with fellow journeymen or with the Lythanki who can appreciate a helping hand with their trips, and much of the tribal settlements can be found not far from the banks of the river. The rapids are dangerous, however, and a trip down the river may very well result in a ride you'll never forget and may be lucky to escape.

Canopy Crossways: Much of the interests of the forest aren't within the grounds, but up on the treetops where the branches are thick and the vines sturdy. With agility and a head for heights, one can discover a literal community of pokemon and humans resident in the canopies, though communication may be an issue. The many trees connect with each other providing literal pathways across tracts of land, and the fruits of the forest grow in abundance in the sprawling expanses. With all due respect though, be careful where you put your footing, for not all branches were grown equally, and a break in the trees may very well lead you to an almost guaranteed fatal fall, and if the fall doesn't kill you, the fearsome predators who also call the canopy and floor home will.


Del'Torr, Sanctum of the Guardian: Lythanki custom is that each passing of the great rains, a young man and woman must venture to the highest plateau of the rainforest to Del'Torr, Citadel of Torr, and make a great offering to the Guardian of the Lythan'Torr Glades. What this great offering specifically involves is unknown, but by the time the two return to their home, it is usually with a baby in tow, giving rise to the outlander belief that part of the offering is carnal in nature. What is known however is the identity of the Guardian, a spirit of the land whose nature gives life to the land and fertility to the infertile. Finding Del'Torr is no easy feat, and being recognised by the Guardian even tougher, yet the prospect of trials has often invited thrillseekers hunting for a challenge to approach the Sanctum. Whether the applicants are successful or not is another matter entirely, for the Guardian is wily and powerful, sculpting their trials to specific individuals or couples.

The Heartless Hallows
The Fossilised Savannah


While much of the Cradle's land is covered in forests, not all forests were created equal, and the Cycle dictates that all Life will eventually give way to Death. Few could argue that the Heartless Hallows represent the finality of life, nor could few argue that the plains aren't tragically beautiful. By definition, a forest is a wooded expanse, yet the Hallows that wrap around and through the Cradle can only be loosely called one. Spires of petrified trees stand in endless watch, while the occasional shrub and savannah tree pokes out of dried and dusty ground, with the odd plateau and mesa jutting out of the earth. The forest itself bears a sort of dignified acceptance of the end of life, and within the badlands there are pockets of life here and there, but the tourist attractions are certainly the position of the hallows as the biggest petrified woodland in the world.

The Heartless Hallows are a savannah, and the hardy pokemon within are suited to the almost perpetually long days that drag on in the heat. Throughout your pilgrimage, some intriguing locales may warrant your interest.

Sub Areas

Mausoleum of Giants: Stories have been told of demons from the depths of hell who rose to conquer the world, and of the Guardians who thwarted their attempts and vanquished them. In their final battle, the Guardians slain five thousand demons, and their remains were left to rot under the watchful eye of Yveltal to ensure they dared not rise once more. Whether the tales are true or not, there lies a vast basin with the bones of creatures of immense size in what is effectively an archaeological site. Permits are required to excavate in the mausoleum, and those who have stayed a reasonable length of time there have reported unusual sounds and whispers urging them to do unfathomable and unthinkable acts, which has driven some to madness. The remains within have great financial value, but is it worth the effort and potential risk?

Dead Man's Rest: Unlike the other forested areas, the Hallows have no tribal settlements, and most natives of the Cradle travel nomadically through the savannah. That's not to say there's no permanent settlement however, for the Dead Man's Rest exists to offer a roof over your head. Run by a motley mix of Vitri, Sirunsa and Lythanki peoples, the town is in essence a large inn that caters for those who are travelling the wastes, and is a welcome sight for sore eyes and sorer limbs. Some of the prospectors from the nearby mines call the rest their own and have often been found seeking new blood to help extract the riches from the deep...with due respect to the land, of course.

Pit of the Devourer: A grim name for one of the deepest trenches on the face of the world, the Pit is a spectacle to behold. A ravine so cavernous there's no sight of the bottom, the scar in the Cradle itself offers some of the most incredible views imaginable, and abseiling points have been erected here and there for those who are daring enough to venture into said ravine. The pit earns its name for the way in that it appears to be a great maw, ready to devour all who lose their footing, and indeed the pit has a certain infamy as a spot for those who wish to end their lives willingly and in ridiculous manner. Some say the spirits of those who have fallen remain in the very bottom, unable to escape, but those are just stories made to dissuade the growing number of self-inflicted deaths, as many believe.

Titan's Butte: Among the fossilised trees lies an unusual spire of rock that stands by itself, yet usually appears to have been driven into the ground judging by the fractured earth around it. According to folklore, the butte was formed when a giant drove a mountaintop into the crust to provide them with a seat to rest upon during a break between shaping the continents. The rock itself requires either a strong set of wings or excellent mountaineering to scale, but provides excellent views of the Hallows, as well as another interesting utility. Every month or so, a number of powerful pokemon venture to the clifftop to do battle with each other in a test of strength, and for trainers seeking a challenge, nothing is more tantalising than battling some of the mightiest creatures in the Cradle. If exceptional, you may even catch the attention of the Guardian of the land.


Summer's Hasp, the Guardian's Tower: For all the lack of civilisation in the Hallows, there is at least some sign of human existence at the foot of a tall spire, a massive petrified tree hollowed out over time. These people are the Keepers, and their role is to allow entry only to those who have proven their worth in the eye of the Guardian of the Hallows. Those who have been granted entry will find themselves with a monumental task when they discover what the Guardian is, and what the Guardian seeks of the traveller. Finding your way to Summer's Hasp is not difficult, but the trials to enter offered by the Keepers are arduous and tough, much like the forest itself. Earning the respect of the Guardian however could prove to be extremely rewarding.

Zalfarthas
The Ancient Feywood


Within specific spots of the Cradle lie mysterious rings of ethereal plants, whose roots are stronger than anything imaginable. Those who stand within the ring will find themselves seeing the world through different eyes, and will soon discover the Cradle's true heartland of Zalfarthas. Here the trees grow to sizes impossible by natural standards, and the wonders of life truly shine. While one may enter the Feywood as they wish, leaving is another matter entirely, and there have been people who enter and never leave, though that may be down to the whimsical and gay nature of the forest. The tribes of the Cradle call the forest the spiritual side of the Cradle, and the laws of nature apply not: fire cannot burn within the confines of the woods, and the trees seem to exude vitality akin to humans. Indeed, there have been sightings of vaguely human creatures which resemble no pokemon seen before, and the pokemon themselves are more than capable of understanding the human tongue, but whatever the circumstances it can be agreed on by all who visit Zalfarthas: you're going to have a magical time.

Zalfarthas may not be the easiest place to get to, though entrances have been found in any of the forests, yet the pokemon within are unlike any found in the four biomes of the Arboreal cradle. Should you stumble upon passage to the Feywood, you may find...

Sub Areas

Cosmic Clearing: Some of the trees within the feywood have their own gravitational pull, allowing people to walk upon their trunks. Those who climb said trees will soon learn that they're no longer on the ground, but walking through the skies and gazing up at the Feywood itself. These people have entered the Cosmic Clearing, an area where up is down and the rules seem inverted. Wandering through the stars, adventurers may visit certain parts of the Feywood that otherwise seem inaccessible, or alternatively they may choose to simply lay back and count the stars, waiting for adventure to take them instead. And more often than not, adventure does.

Rainbow Grove: Taking a wander through the Feywood will result in one discovering a special part of the forest where the trees take on a spectrum of colours that boggle the mind. The grove that they are in is populated with mysterious plantlife and pokemon, much like a dream one has, and it is said that if you take a rest and slumber within the grove, you will be taken to your deepest dreams, where you can experience your greatest dreams in person. The fey spirits are mischievous though, and there's every possibility you'll be thrust into your darkest nightmare at a moment's notice, and forced to confront your ultimate fears.

The Hidden Village: You do not search for the hidden village, for you will never find it. If you find one of the natives of the Feywood and befriend them, you may be taken to what has been called a natural nirvana, where the waters taste of your favourite beverage and the fruits your favourite food. This is just rumours of course, for nobody has ever seen the village for themselves, and the natives are so elusive that you'd have better luck finding a Celebi in the middle of an urban metropolis. Then again, miracles have happened.

Magical Mansion: The wonder of the Feywood is that you'll never know what awaits you, and a majestic mansion in the middle of the woods is certainly not one of them. Seemingly void of life, the mansion itself seems to be sentient, inviting explorers to discover its secrets, and capable of changing form at will. Wandering through the mansion can easily lead you to becoming lost, and there have been tales of entrances vanishing, trapping those within forever. How long forever is remains unknown, as time doesn't seem to flow within the building, but what is known is that there are artifacts of otherworldly power within that cannot be found anywhere else in our world, whether those are enough to entice you remains to be seen.


Grotto of Apotheosis, Soul of the Cradle: Tightly locked away, only those who have earned the respect of all Guardians may venture into this natural cave, where it is said rests the Gods of the Cradle, maintaining the Cycle and ensuring that the Order of Life and Death is not interrupted. Entry is enforced, and forced entry is said to result in a fate worse than death itself, and to date no human from our world has personally witnessed the Soul of the Cradle. The grotto itself bears the title of an ascension to godhood, and it is said that anyone who does enter without suffering a terrible fate will receive a gift from the Gods Themselves. The outskirts of the grotto are home to pokemon of such incredible strength that calling them legendary would not be an offense.
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Old 09-07-2018, 08:01 PM   #7
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I hereby declare the thread to be open to ZA Nominations as well.
  1. Please make sure to keep zone entries and ZA nominations in separate posts
  2. Please mention which zones you are willing to ZA for. If you have a preference for a zone, mention this as well.
  3. Feel free to give a short speech on your qualifications for Zone Ownership. You are trying to convince the community to vote for you after all.
  4. Stay respectful and avoid commenting on other ZA candidates.
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Old 09-07-2018, 08:12 PM   #8
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Heyo! Looking to be the ZA this time. Primary Zones I'm interested in ZAing for are Arcane Realm and Arboreal Cradle as of this moment. Have updating experience and experience running my own RPs as of this post, so I think I have the qualified experience to run a zone. I know I have been slightly inactive, which can worry preople, but I will devote myself to my zone and will make sure it flourishes. Thank you for your time.
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Old 09-08-2018, 04:58 PM   #9
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I'll lob my hat into the ring here as your ZA candidate this time around. What do I bring to the table? I'm the guy who made Bedlam Ridge to tide us over during the transition period to the new FB, and currently hold the position of ZA there, for as much purpose as that has currently. I'm someone who can craft an interesting adventure, and has mounds of spare time to write with.

In terms of what zone I would accept on becoming ZA, I would be fine with any of them, with more of a preference for Voltbreak Valley, The Arcane Realm and the Arboreal Cradle. While I've been on a bit of a lull in terms of updating recently, this is due to there currently being little to do in BR, and I feel a change of zone would serve both me and you well in the long run.
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Old 09-09-2018, 03:02 AM   #10
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I present to you the zone Big and myself have been collaborating on for a while. It is quite extensive and would grow over time as well. We've agreed to allow anyone to ZA here.


REGION WORLD
Where Nostalgia Reigns Supreme



The legacy of a trillionaire entrepreneur, not willing to leave his fortune to his undeserving offspring, Region World is the ultimate nostalgia experience for trainers and tourists. Built off a peninsula in the far south of Fizzytopia, Region World branches out into a cluster of nearby islands, each completely remodeled to pay tribute to the multiple regions that make up the Pokemon World. Entry is free, as it was Marcus Harmond’s, the park’s creator, dying wish that all could enjoy his legacy.

Region City is the starting place for all new entrants, giving them a taste of what they will encounter before they venture out to the islands. The city boasts an almost complete Pokemon Zoo, containing almost every Pokemon from every region. A research facility keeps the park on top of the latest in Pokemon research and investigation. Perhaps the key feature of Region city however is the Exhibition Stadium, where worthy trainers can challenge holographic gym leaders and elite 4 members in front of a roaring crowd. Region City is also the base for the Healer’s guild, who travel around the islands to ensure all Pokemon, both wild and captured are kept in good health.

From the docks in Region City, trainers can branch out to the nearby islands. Kanjohto Island encapsulates the Kanto and Johto regions. Holola Island embraces the tropical surrounds of the Hoenn and Alola regions. Kalnoh Island takes its influence from the Kalos and Sinnoh regions. Finally, Uno*** Island is currently under construction, however travelers are still able to access parts of the island which bare resemblance to the Unova region.

Region City
Trainers enter the city via a long road, lined with statues of legendary Pokemon from every region. After registering at the main gate, trainers are encouraged to explore the city before heading to the docks and seeking passage to the islands.

Exhibition Stadium: Trainer’s who have been awarded a Holo Ticket as a reward for exploring and helping out around the park may cash them in at the Exhibition Stadium. Surrounded by a roaring crowd, trainer’s can select a Holo Gym Leader to duke it out with. If successful, Trainers will unlock the ability to challenge Holo Elite 4 members and from there they can unlock the ultimate challenge, Holo Champions!

Regional Zoo: It took a legion of trainers and breeders, but thanks to their hard work, Region World now boasts the best Pokemon Zoo in the world. Trainers and tourists alike enjoy seeing their favourite Pokemon up close, the Pokemon are well cared for and kept in enclosures modelled to their specific needs. The zoo is always looking for trainers to assist them, whether it be helping with feeding, renovating enclosures or assisting with breeding programs.

Region World Research Facility: A cutting edge research facility keeps Region World on top of everything Pokemon and Tech related. The research facility is responsible for the maintenance and programming of the Holo Trainers and Pokemon and are often seeking tech savvy trainer’s to assist them. They also conduct fossil revival procedures and conduct regular Pokemon experiments, all of which require volunteer assistance.

The Healer’s Guild: With so many trainer’s in one place, Pokemon are going to get hurt or injured. Thankfully the Healer’s Guild was established, to help heal and treat Pokemon injured during battle, as well as those that get sick or rundown. The healer’s travel around the islands, but are often stretched thin. For this reason they have recently set up an apprenticeship program, to give trainer’s an opportunity to learn from some of the best in Pokemon healing.

The Docks: From here trainers and tourists can hitch a ride to the nearby islands, however trainers with Pokemon large enough to ride are welcome to Fly or Surf. Merchants often set up at the docks, selling delicacies from various regions.




Kanjohto Island: Sporting landmarks from both the Kanto and Johto region, Kanjohto Island seems the most popular of the islands. Many Pokemon from the Kanto and Johto regions can be found here, mostly choosing to participate in single battles. The same goes for trainers here, most choosing to embrace the nostalgia and stick with the classic 1v1 battle format.

Vermillion City: Ships dock at Vermillion City, for those that have seen the real thing, the resemblance is uncanny. A lot of the original buildings have been repurposed to accommodate the multitude of shops, construction still seems to be going on, with the foundations of another building still being established….

Lavender Tower: Right alongside Vermillion city is a perfect reconstruction of Lavender Tower, right down to the last headstone. Tourists are often seen leaving tribute to their long lost Pokemon, while further up one may find themselves coming face to face with a ghost or two. Thankfully there are plenty of Silph Scopes on hand!

The Power Plant: On the opposite side of the city to Lavender Tower is the Power Plant. Now conveniently located alongside the city known for its Electric Gym, the Power Plant is a hot spot for Electric and Steel Pokemon. The strong electrical force has been known to induce evolution in some Pokemon.

Viridian Forest: North of Vermillion City, a recreation of Viridian Forest has tourists rushing through the trees, encounter plenty of Pokemon and trainers! It would be best to avoid the forest if you dislike Bug Pokemon, because it is crawling with them. A certain yellow Pokemon is also commonly sort after here, however they have become quite allusive.

Mt. Moon: The forest gives way to the memorable Mt. Moon and If you didn’t bring any repels with you, you’re sure to regret it. Pumped full of Zubats, this cave system is a must experience. Thankfully the way through is well lit, but there are plenty of trainers and Pokemon waiting inside to cut your journey short.

The Lake of Rage: Those that make it through Mt. Moon or those that choose to skirt around the mountain to the far side of the island, will be met by the great expanse that is the Lake of Rage. Swimming isn’t encourage, due to the presence of multiple Gyarados in the lake, those that search may even spot an extra special one.

Glitter Lighthouse: Set on the far side of the lake, nestled on the shoreline is a perfect copy of Glitter Lighthouse. Like the original, the Light House is powered by an Ampharos that is constantly getting sick and in need of assistance.

Ecruteak Towers: Tucked into the forest surrounding the Lake of Rage, the Burned Tower and Bell Tower stand side by side like the do in the real Ecruteak city. Although it was burnt on purpose, the Burned Tower looks remarkably similar to the real thing. Looming over it is the Bell Tower, which tourists often scale to get an astonishing view of the island.



Holola Island: The ultimate tropical getaway, Holola Island is the perfect blend of Hoenn and Alola regions. Pokemon from these two regions are plentiful here, however caution must be taken as Pokemon are often seen calling for help! Spread out around the island are multiple totems, guarded by powerful Totem Pokemon. Trainers on this island tend to favour double battles, however Battle Royals are also popular with a couple of wrestling rings featured around the island.

Malie City: Boats dock at Malie City, where trainers can check out the range of shops as well as the library. Many urban Pokemon roam the streets, however most of the Pokemon found here reside in the Malie Gardens. The gardens are a perfect recreation of the original, with one exception. A large wrestling ring is the new centerpiece of the garden and crowds normally flock in to watch the competitors. Heading out of the city, trainers and tourists come to a crossroads.

Mt Chimney: Continuing straight through from Malie City, travellers will find themselves quickly ascend a rough mountain path that quickly ascends up towards the clouds. Those who reach the top will find themselves staring into a lake of bubbling lava, much similar to the real Mt Chimney in the Hoenn region. A large totem can be found here, those brave enough to challenge the Totem Pokemon had best be equipped to handle the heat. An even steeper path leads down to the far side of the island.

Lush Jungle: Heading left out of Malie City, tourists are often astonished as a Lush Jungle springs up around them. Dark and damp in the undergrowth, the path is often obscured, meaning trainers are forced to look for alternate routes. A Moss Rock can be found deep in the Jungle, as can another Totem. Trainers can challenge the Totem Pokemon, however they better have their wits about them if they’re going to stand a chance against the king of the jungle.

Meteor Falls: Those that take a right out of Malie City will find themselves following a path to the stunning Meteor Falls. The path cuts through Mt Chimney and is a popular spot among trainers. Stick to the path or explore the cave, however the deeper reaches of the cave cannot be accessed unless your capable of overcoming the waterfalls. Two Totems can be found here. One is just off the main path, while the other is hidden deep within the falls.

Heahea Beach: This stunning beach is the reward for travelling to the far side of the island. A small hut set up near the beach gives tourists and trainers access to rideable Matine, used to surf the giant waves that bombard the beach. Another wrestling ring is set up here on Heahea Beach, with trainers taking a break from the surf to participate in the Battle Royal. A Totem is also set in the sand, polished smooth by the sand and waves. Trainers should be cautious, as a misstep against the Totem Pokemon would surely lead to a wipeout!

Mossdeep Space Center: Built just off the beach, the Space Center isn’t just a recreation of the original, it is a working space center! Word is they are nearing their first launch, so they would certainly enjoy the assistance of any tech savvy travellers.

Dimensional Research Lab: Right next door to the Space Center, the Dimensional Research Lab has been built to monitor space-time and the ultra dimension. Strangely, ever since they set up there has been increased occurrences of abnormalities in space-time.



Kalnoh Island: Kalnoh Island combines the beautiful natural and man-made landmarks from both the Kalos and Sinnoh regions. Many species native to these two regions are found here, often seen living and fighting in hordes. Contest battles are popular on this island, although trainers participate in a range of different battle formats.

Snowpoint City: Boats dock at Snowpoint City, which is permanently covered in a thick blanket of snow. Although the city is only small, it is home to Snowpoint Temple, a must visit for any traveler. The surrounding snowfields are filled with trainers and Pokemon, all looking to keep themselves warm with heated battles. An Ice Rock can also be found deep within the snowfields.

Mt Coronet: The main path out of Snowpoint City leads to Mt Coronet, the gigantic mountain looms over the entire island. Those that believe they have the stamina may hike to the top, where it is said that one may enter the Distortion World. Alternatively travelers may seek access to the underground, courtesy of a shop that supplies tourists with Explorer Kits.

Distortion World: Those that manage to reach the peak of Mt Coronet have the option to access the Distortion World. Region World’s elite scientists have somehow manage to gain access to the alternate dimension, which completely ignores the laws of physics. Research has revealed the power of the Distortion World has been increasing, causing Type Effectiveness to be reversed here.

The Underground: The underground is filled with precious treasures and resources, however it is also filled with traps and puzzles. The underground can also be used to quickly access other parts of the island, although travellers in a rush often find themselves stumbling into traps or wild Pokemon.

Geosenge Town: On the far side of the island is Geosenge Town, the town and its surrounds contain the same strange stone structures as the Kalosian original. The town is full of ancient mysteries and attracts many curious travelers.

Battle Chateau: Relocated alongside Geosenge town, the Battle Chateau is dedicated to contest battles. Loved by tourist and trainers, the Battle Chateau almost always has a battle running and often hosts tournaments with noteworthy prizes.

Reflection Cave: South East of Geosenge Town, Reflection Cave cuts through the southside of Mt Coronet. The reflective mirror-like surfaces are a must see sight, the caves are full of interesting and inquisitive Pokemon, as well as trainers who like to play tricks with the mirrors.

Great Marsh: The Great Marsh takes up part of the east side of the island. The permanently wet bog is home to a vast range of Pokemon. It is best to stick to the paths, as a stray step may leave you up to your neck in mud. A research centre has been built in the middle of the marsh, to help research and protect the Pokemon that live here.



Uno*** Island: Although still under construction, Uno*** island had to be opened ahead of schedule. The eastern side of the island has been walled off, those that have attempted to cross the wall have not been seen again. Despite being unfinished, Uno*** island still manages to capture the beauty of the Unova region. Filled with Pokemon from the Unova region, trainers seem to prefer triple and rotation battles.

Castelia City: Boats arrive at the extensive docks of Castelia City. The massive city looms over tourists, most of the buildings are hotels, however there are still plenty of business set up to cater for the constant flow of tourists. The city contains an extensive underground sewer system, just like the original.

Desert Resort: North of Castelia City is the Desert Resort, where a long winding trail leads through the dunes. The sands are full of Pokemon and trainers, as well as a mystery or two.

Relic Castle: Concealed beneath the shifting sands are the desert ruins. The ruins are filled with relics, but finding a way inside isn’t always easy. Things don’t get any easier once you’re inside, as traps and trainers wait for you at every turn.

Join Avenue: Those looking to cut through the desert or escape the heat normally head for Join Avenue. Just like the original, the shopping centre cross expressway is filled with stalls and people. Plenty of stallholders need assistance and there are even a few spare stalls for those that have services they could offer.

Nimbasa Amusement Park: On the other side of Join Avenue is the Nimbasa Amusement Park, packed full of rides to suit all tastes. The park grows larger all the time as new rides are added. It takes a lot of work to build and maintain the rides and a helping hand is never turned away.
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Old 09-09-2018, 03:12 AM   #11
TheKnightsFury
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Tossing my hat into the ring to ZA. I've been a consistent updater since I've joined Fizzy Bubbles and have updated in multiple zones (Bedlam, Cloud Garden, LMN and Incognito Isle). While my updates aren't always the longest or best written, I pride myself on providing progress and exciting adventures. As a ZA I would encourage shorter, more action packed adventures that could be chained together into a larger adventure. This way it would be easier for updaters to lighten their loads or for updatees to change zones, instead of being stuck for extend periods of time.

As for which zones I would be willing to ZA, I would say that I would be willing to update whichever zone the community wants.

So yeah, all I can promise is the same consistency I have shown over the past year and a half and hopefully adventures that progress and don't lie stagnant for extended periods of time.
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Old 09-09-2018, 09:59 PM   #12
Heather
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Eh, why the fuck not.

I'm going to throw my hat into the ring here, offering nothing but a hell of a lot of gumption and the desire to work towards giving you an adventure while getting myself plenty of cat pictures from writtenkitten in the process. Because cat pictures are the most noble cause, are they not?

I would prefer to preside over The World Below for obvious reasons, but I would also be good for the Arboreal Cradle or Arcane Realm 2 Electric Boogaloo.
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Old 09-22-2018, 02:49 AM   #13
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From this moment onwards we’ll be accepting votes for the next ZA. New submissions can still be made, but keep in mind that votes may be cast from now on. The voting period will last roughly one week, with the grand opening of the winner’s zone due on October 1st. Below are detailed the candidates as well as the zones they’re eligible and/or wiling to moderate. You may cast a single ballot for a ZA candidate by PM to Sandaa. If desired, you may also submit a preference for a zone. However, it’ll be a consultative vote. The winner of the election will ultimately decide which zone they’d prefer to moderate.


Zone Admissions

Zone Admin Nominations
(Note: While most, or all, candidates might be willing to host any zone, I will only be showing their preferences in this list.)
  • Lil'twick
    1) Arcane Realm
    2) Arboreal Cradle
  • Raves
    1) Voltbreak Valley
    2) Arcane Realm
    3) Arboreal Cradle
  • TheKnightsFury
    No Preference
  • Heather
    1) The Kingdom Below
    2) Arcane Realm
    3) Arboreal Cradle
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