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Old 06-30-2020, 02:12 AM   #1
Sandaa
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Mew Zone Admin Elections - July 2020

Zone Admin Elections

With the mystical, temporal vortex that once lead to the region known as Dialga’s Gate seeming to be closing up, it was strongly recommended for all adventures to cross back into the Fizzytopian side of the rift lest they remain trapped thousands of years in the past. However, just because travelers can no longer reach these ancient areas, that does not mean their thirst for seeking out new unexplored lands has been quelled! The land of Fizzytopia is vast, and if you look hard enough, there is always something yet to be discovered!

Current Status: Zone Applications
Current Status: Zone Admin Nominations


The way Fizzy Bubbles now stands with its updater pool, we are looking to open up 1 new zone. As previously announced, the way we structure zones in FB will be changed up. The distinction between “main” zones and “free for all” zones will be removed in order to promote a more balanced distribution of zone activity as well as offer both adventurers and updaters more freedom and variety of zone options for them to participate in.

The proceedings for this zone election will be held in a similar way to last time. Votes will be cast in favor of a Zone Admin, not a zone. The moderators (Sandaa, TheKnightsFury) 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 favor 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/TKF) 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 July, 11:59 PM GMT.
2. When submitting a zone, if you are 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 July, 12:01 AM GMT until 21st July, 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 July, 12:01 AM GMT up until 30th July, 11:59 PM GMT.
6. You must send a PM to both Sandaa & TheKnightsFury 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 August, 12:01 AM GMT after which the zone may be put up on the BMG branch.



Zone Rules
* The choice of zone is ultimately decided by the winner of the Zone Admin election.
* The zone will be on the BMG Forums.
* The zone will go up on 1st August, 12:01 AM GMT.



Important Notes to Consider:
* As stated several times before, this is an election for the next Zone Administrator, NOT the most popular zone application! Important qualities we look for in a Zone Admin are as follows:
* Updating experience is not required, though highly valued. The most important thing is to have a firm grasp on the systems currently in place in Fizzy Bubbles, a proactive attitude towards maintaining and facilitating your zone, and above all else, excellent communication skills to work with the moderation team, fellow Zone Administrators, as well as Zone Updaters from not just your zone but all zones in FB.
* Things to consider when submitting zone ideas:
1.) Specialization vs. Viability: Try to submit something that we currently don’t already have in FB! With only 2 adventure slots and 4 zones to choose from, adventure diversity could wind up getting stale if zone themes end up overlapping! However, try to not make your zone too specific! While a very detailed and intricate idea could be fascinating to dream up, sometimes a theme that is too specific can end up constraining the variety of options for zone updaters when coming up with adventure ideas. Try and think to yourself: How would my zone fit geographically within the region of Fizzytopia?

2.) What is Lore? Baby Don’t Hurt Me.: Likewise, it’s important to consider the balance when coming up with lore for your zone ideas. Having an interesting backstory can really make your zone idea “pop” but sometimes it can end up creating a creative handcuff of sorts for updaters when they attempt to come up with ideas for adventures. It’s also important to consider prospective adventurers, and whether or not they want to be channeled into a specific plot to further the zone’s overarching storyline or if they have avenues to embark on an expedition of their own choosing!

3.) Follow your Passions, whether you are designing your own zone or selecting someone else’s (with their permission)! Especially if you intend to run for the administrator position; being able to maintain interest in the daily routine of managing your zone and promote your zone’s longevity is much more attainable if the zone you create is something you have a longstanding passion for! It’ll be much easier to avoid burnout if your zone is something that you are able to routinely possess a fountain of ideas and inspiration to draw from. Part of what makes FB great is how organically it has grown off the creativity and passion of its members!

---


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.)
  • Sneaze
    1) Unreal Archipelago
    2) Cloud Garden
  • Heather
    1) The Outskirt Ridge
    2) Unreal Archipelago
  • Emp
    1) New Fizz City

Last edited by Sandaa; 07-21-2020 at 08:15 PM.
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Old 06-30-2020, 07:09 PM   #2
Sandaa
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As I have previously stated, with a heavy heart I have decided that it is time for me to resign as the ZA of the Cloud Garden in hopes of pursuing a passion project later on. That being said, if anyone wishes to apply to become a ZA and run the Cloud Garden in my place, I give my blessing. If the next elected ZA does not choose to run the CG as their zone, then it will close down, and at that point I will do everything in my power to send it off with everything I've got.
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Old 07-01-2020, 06:35 PM   #3
Heather
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Time to throw my hat in the ring once again for zone submissions, though I think you'll find that unlike last time, the main areas of this zone have a lot more character and variation to them. I am fine with any elected ZA taking over this zone should they so choose, though in that event that someone other than myself assumes administrative control, I would like to be contacted regarding certain creative minutiae/errata. With that out of the way, I present to you, the product of a fortuitous day off:

The Outskirt Ridge: The High-Adventure Zone

The southern reaches of Fizzytopia are home to some of its harshest environs, places that have resisted most any attempt at human civilization from any of their harsh and varied terrain, extreme climates and weather, or their notoriously strong and territorial Pokemon. Nevertheless, Trainers hoping to find dependable Pokémon or a worthy challenge venture out into these wilds. From scorching sands to a treacherous ocean, the Ridge is not to be taken lightly. The veteran staff of the local Ranger Base patrols the area constantly to ensure the safety of the local Pokémon and adventurers alike. If you dare, check in at the Ranger Base, and press onward to your wildest adventure yet!

Areas:

Tribulation Desert (Please reply in SandyBrown):
A harsh and punishingly hot desert that spans the northernmost reaches of the Outskirt Ridge. The winds bring a dry, scorching heat just as often as they bring biting sandstorms. Eye protection is highly recommended for anyone planning to tarry long in this area (as well as copious amounts of sunblock and drinking water). The only sign of current human civilization in the Ridge resides here: Fizzytopia's most remote Ranger Base stands firm against the heat and sand alike.

(Music)

Sub-Areas:

Outskirt Ranger Camp: The Outskirt Ridge Ranger Base and its local facilities are staffed by extremely skilled Top Rangers. Chief among them is Ranger Summer, a Rank 10 veteran Ranger, and her Partner Pokemon Harrison, a Midday Lycanroc. The pair of Alola natives sport a highly impressive Mission record and a no-nonsense attitude. Trainers closer to the start of their journeys are recommended to stay within the surrounding area, so that any rescue or other assistance that becomes necessary can be executed quickly and efficiently with minimal disruption to Base operations. Woe betide, however, those with malicious intent anywhere in the Ridge, and the Rangers will answer swiftly.

Bone-Dry Dunes: This portion of the desert is notorious for its blistering dry heat. The air quivers constantly, and sightings of mirages are commonplace. Skeletons of Pokémon big and small dot the sands, smaller and younger Pokémon cowering in the shadows cast by these leftover bones before vanishing to parts unknown in the night. Those brave enough to endure the intense heat may find a Pokémon blessed with unusual strength.

Sanctum Oasis: A sole reprieve from the harsh dryness of the surrounding desert, this large oasis houses a large, crystal-clear lake that supports a great many palm trees. However, the many wild Pokémon that frequent this area are extremely wary of strangers. Still, should you earn their trust, better to be stranded here than elsewhere among the sands.

Hippowdon Cliffs: The southern edge of the desert sees sand begin to fade to harsh rock scrambles that lead into the challenging mountains beyond. Many an enclave of Hippowdon and Hippopotas make their homes in the deep and loose sand of this area, and sandstorms continuously rake the air around them. Traversing this area on foot is extremely difficult, and eye protection is no longer a suggestion, but an order.


The Immolate Mountain (Please reply in Tomato): Past the Tribulation desert, harsh mountains loom tall as a unified barrier between the desert and what lies beyond. The range as a sum is referred to simply as such: The Barrier. At its westernmost end, the rock turns to basalt, the air heats up, and lava flows in rivers from the tall and highly active shield volcano, the Immolate Mountain. The rock composition in the surrounding area implies the volcano may have once been an island unto itself, but the cooling lava flows have since joined it with the mainland.

(Music)

Sub-Areas:

The Flaming Shield: Exploring the exterior of the Immolate Mountain is dangerous, as the air is thick with ash and potentiobally hazardous gases. Lava flows stemming from both the main and side vents form barriers to passage that are difficult to avoid, and outright impassable as one approaches the peak from the outside. Nevertheless, many Fire and Rock-Type Pokémon make their homes here, as well as some Gastrodon and Pelipper that have taken roost or refuge from the sea. The lower elevations play host to the occasional hot spring as well.

Burning Heart: Many older side vents have cooled down and dried up, forming entrances to an elaborate system of lava caves within the volcano. A path to the edge of the main vent exists here, but only skilled and well-prepared Trainers will find themselves prepared to complete the journey and see the top of the volcano for themselves, be it for the sweltering heat inside the cavern, or the formidably strong Fire-types that reside within.

The Far Side: The seaward face of the Immolate Mountain plays host to a vivid and thriving shallow-water ecosystem at its foot, shallow pools and inlets playing host to a number of Water Type Pokémon as the waves crash against the rocks. A small dock here houses a number of small skiffs used by the Ridge's Rangers in performing Missions and rescues in more aquatic environments.

Outlying Range: For those unprepared to take on the volcano itself, these smaller basalt peaks are a challenging but viable alternative for traveling in or through The Barrier. Many Rock and Ground type Pokémon make their homes here, but the occasional Electric Type can be found here as well due to the area's proximity to the Theondrhan region of The Barrier.


Mount Theondrhan (Please reply in Khaki): Located centrally in The Barrier, Mount Theondrhan is surrounded by thunderclouds and continually lashed by thunderstorms, even the peak is obscured by the thick black crackling masses. The slopes are mostly dry and barren save for the few open basins in which water from the constant thunderstorms collects and the southern border with a thick jungle. Flying over this region of The Barrier is not just difficult, it is impossible.

(Music)

Sub-Areas:

Thunder Crags: The exterior of Mount Theondrhan is a harsh climb, the barren rocky slopes dotted with dead trees, whether petrified or left as brittle wood. Whatever the case, these remains are notorious as lightningrods in the dryer areas of the mountain, as such many Electric Pokémon make homes around them. However, even the strongest among them dare not approach the thunderclouds that surround the peak, save to ward off any human fool enough to approach in this way.

Amp Cavern: Not unlike Unova's Chargestone Cavern, the rock of Amp Cavern runs with an electric current, the resultant electric fields levitating everything from pebbles to boulders. One may find a path to the peak in the Cavern, but wickedly strong Electric, Steel, and Rock types stand as a test for any who may dare to approach.

Galvan Wetlands: The constant thunderstorms of Mount Theondrhan bring heavy rains that have formed the many shallow pools of this region of the mountain's slopes. These pools are regularly lashed by shrieking lightning and incredibly dangerous for humans, but a small selection of aquatic Pokémon and other Electric types make this place their home.

Naboran Thicket: The southern face of Mount Theondrhan begins to blend into the lush jungle to the south. Electric and Grass Type Pokemon mingle in this pathway to Fizzytopia's southernmost mainland reaches. Still, the flora here never grows too thick, the lightning regularly strikes and burns trees that grow too tall and too mighty.


Subzero Spire (Please reply in PowderBlue): At the far eastern reaches of the Barrier, the air grows cold and snow and hail in equal measure begin to rain from the heavens. At the far end, a huge icy mountain towers above every other part of the Barrier, reaching into thin, biting cold air, though the peak can only be vaguely seen through the howling blizzard that constantly surrounds it.

(Music)

Sub-Areas:

Glacier Glades: The exterior of the Subzero Spire is blanketed with snowfall and beset by snow and hail. Besides the expected Ice-Types that inhabit this place, many disciplined Fighting types train on the unforgiving snowy slopes. Those attempting to reach the peak from here will find themselves halted by avalanches and white-out blizzard conditions on top of the thinning air.

Chilled Cave: The innards of the Subzero Spire are completely encased in ice, and one must fight both for traction and against seriously tough Ice, Rock, and Dark-Type Pokemon in order to secure passage to the peak. Still, the ice glitters beautifully in what light finds it was inside the caverns.

Slush-Rush Sound: The seaward face of the Subzero Spire plays host to a mostly enclosed sea of icy-cold waters in which many aquatic Pokémon better acclimated to the colder temperatures live and play. The outside of the surrounding ice plays host to another dock at which skiffs are stationed for Rangers to head out to sea.

Snowbound Slopes: Closer To Mount Theondrhan, the snow grows shallower and the heavy winter weather gives way to lighter flurries of snow. Much like the Outlying Range of the Immolate Mountain, this is a more hospitable, though still challenging, path for Trainers who may not be prepared to face the cold's harshest extremes. Still, many Ice and Rock type Pokémon can be found in this place.


Outline Jungle (Please reply in OliveDrab): A thick and unforgiving jungle that forms the southern coast of the Outskirt Ridge, the Outline Jungle is most concentrated directly south of Mount Theondrhan, but it does extend somewhat to border the other parts of the Barrier as well. The air here is very humid, and the plant life not always friendly, but the area bursts with life nonetheless.

(Music)

Sub-Areas:

Treeshroud Tropics: A lush tropical jungle to which Pokémon flock, with rich juicy Berries and other foodstuffs in plentiful supply and always at an arm's reach. Numerous types of Pokémon make their homes here, but the area is predominantly inhabited by Grass and Bug types that appreciate the humid air and lush surroundings. Always watch your step.

Ashen Woods: Volcanic ash from the Immolate Mountain has settled on this area of the Outline Jungle, coating everything in a shade of drab gray. Still, that ash might just have a use for something, and many Pokémon do like to hide among the deposits.

Conifer Canopy: A light dusting of snow from the Subzero Spire decorates the tall pines here, and the ground below, crunching under your shoes as you walk. The air here is perhaps the most comfortable of anywhere in the Ridge, and it shows in the wild population of the area.

Deep-Dark Thicket: The southernmost reaches of Outline Jungle become punishingly thick, dark, and extremely difficult to navigate. A dread air hangs about this place, and the glares of many a Dark or Bug-Type tell you in no uncertain terms that whatever welcome you may have in their home is short, and should not be overstayed.


Far-Out Ocean (Please reply in RoyalBlue): Off the coast of the Ridge, the ocean plays host to a vibrant and near-untouched subnautical ecosystem. The area can be just as dangerous as it is beautiful, however, and the local Rangers are fiercely protective of the ecosystem's integrity and balance. Trainers hoping to dip beneath the waves should have a good understanding of their Pokémon to adapt to the challenges that come with working and communicating underwater.

(Music)


Sub-Areas:


Salty Shallows: A shallow portion of ocean suitable for first-time divers to learn the ropes of the practice. Many bottom-dwelling Pokémon can be found in the sands here, alongside plenty of other oceanic souvenirs. Likewise, some more timid Pokemon may hide among the aquatic plants that grow in the shallows.

Coral Reef: Expectedly playing host to a number of Corsola, both Johton and Galarian, the coral reefs of the ocean here are vast and beautiful, serving as a vast network of shelter for various other kinds of small aquatic Pokémon as well. Whatever you do, though, don't damage the reef.

Sunken Shipwreck: As the light from the surface starts to fade, the Sunken Shipwreck can be seen still hanging on a rocky outcropping overlooking the depths. Reclusive Water Pokemon and a small selection of Ghost types inhabit the wreck, and the latter may prank unsuspecting divers-try to keep your cool.

Deep Ocean Abyss: The Sunken Shipwreck overlooks a chasm so deep that the sun's light cannot reach its depths. Venturing into this dark place is only recommended to advanced divers and Trainers, as the Pokémon living in the pitch-black waters are tough, territorial, and fighting to survive.


Forsaken Fortress (Please reply in LightSlateGray): Far out into the ocean, the ruins of an enormous fortress-like structure jut out from the depths of the ocean. Little is known about the structure's origins, layout, or what inhabitants might remain. Only skilled Trainers are cleared to venture here, as extraction and rescue from the massive structure is difficult for even the top brass of the Outskirt Ranger Base-at the very least, prospective adventurers should have a full team. Specific sectors of the fortress have yet to be described, and are up to prospective adventurers to discover.

(Music)
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Quoth the Honchkrow (nevermore!).
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Old 07-01-2020, 10:12 PM   #4
Sneaze
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I would like to submit a passion project I have been working on some time. A bit of an update to the existing lore of Fizzytopia, reworking and expanding upon a zone I have loved for a long time, and hope everyone else has, too. This zone is open for all ZA applicants to run. Ladies and Gentlemen, the Unreal Archipelago.

Unreal Archipelago: Zone of Mysteries


Many know of Phantom Isle, the haunted theme park that has terrified all those who entered. But after years of adventuring across the island, some trainers dared to go further out to sea from the mainland. Here they quickly found a number of other land masses, each just beyond the horizon from the next, forming a perfect circle with Phantom Isle at its base. The first to be discovered was deemed the Defiled Oasis, possibly once a place of fae magic and abundant beauty, destroyed by companies to hide their power plant meant to fuel Phantom Isle's theme park with electricity, its existence hidden from the rest of the world after the failure of the park. Next came the Conflagrant Spire, a beautiful and lush rainforest island with its own towering volcano, dotted with relics of a civilization past. Then came the Quiescent Glacier, less a land mass than a strange and massive chunk of ice, having made its way here some time ago but refusing to go even an inch further. Finally came the Tranquil Lagoon, so named for its seeming normalcy in comparison to the rest of the islands, where trainers would soon call home for those who wished to live away from the mainland. Each place was distinctly different, yet their mysteries all seem they could be connected in some way. Voyage has been granted to all trainers from the mainland, hoping to discover the true secret behind this strange land.



Phantom Isle
Please reply in SlateGray


Sitting at the far south of the Unreal Archipelago, Phantom Isle was once a large theme park with an accompanying hotel, the park incorporating a slew of rides, entertainment venues, and showcases, terrible events in the past caused the shutdown of the park for some time. With years now having passed, nobody can say for certain what the singular moment was that caused this downward spiral of the park's luck, but the final straw in its closure can be directly linked to the event wherein the Ghost Train ride caught fire, killing dozens of adults, children, and trainers. In its heyday the park held Contests, saw frequent friendly battles, and even allowed children to hire Pokemon for the day to keep them company or to battle with in special kiddie events. The hotel towering over the south side of the island was added only recently before the park had been shut down, meant to house those that wished to stay for more than a single day with their families and enjoy all of the attractions they could. Now, the park lingers with supernatural activity, an odd purple haze washing over the island causing it to be shrouded in a perpetual darkness as natural light no longer filters through. While it is known that the park once had a large variety of places to see, enough to accommodate large crowds for days on end, some locations seem to have disappeared forever, as though absorbed into the fog that now covers the Isle.

Sub Areas:

Rollerquaza: The largest rollercoaster in the park, this ride is designed around the legendary Pokemon Rayquaza and its home, the Sky Pillar of the Hoenn region. The highest peak of the ride reaches, much like the Pokemon itself, high into the clouds above the fog shrouding the park. The final drop leading the rider to a darkened tunnel where people have apparently gone missing for days at a time, reporting a bizarre force as they plunged deep into the shadows.

The Funhouse: The name speaks for itself, though the fun you'll have might not be the sort of fun you are acquainted with. A strange entity exists in the building which seems to emanate evil from the walls and floors, causing even the most nimble of trainers to have trouble keeping their balance in the various rooms. The Funhouse even contains a Hall of Mirrors, an endless maze that may trap you for all time if you don't keep your wits about you.

Sideshow Alley: Contains all of the normal things you would find in a sideshow with one exception - a memorial wall set up with dozens of plaques in honor of the deceased children who never made it off the ride of a lifetime. Each plaque has a space for flowers to honor their memories if you wish, but beware, for the sad and gloomy atmosphere around here attracts more than curious trainers.

The Circus Tent: Want to see the show of a lifetime? Enter the Circus Tent and challenge the bloodthirty ghosts within to a battle upon the stage. It is said that you could once take a challenge of four of these beasts in a row in order to face the Champion - A Dark Pokemon whose identity remains a mystery as nobody has ever made it far enough to win.

Fortune Teller's Tent: Situated in the shadows cast by the majestic circus tent is a much smaller tent which once housed a mystical woman who was said to have powers beyond that of a regular human, being able to see not only into the past, but also into the future. She passed away not too long before the closure of the theme park but nobody thought anything of it, since she was getting on in years. Today, there is still a light coming from her tent, so could it be she still lingers in the theme park, waiting for her next customer?

Ghost Train: Enter if you dare - The Ghost Train, the site of the disaster responsible for the final closure of the theme park. Ghostly visits from children lost are reported to have scared many a construction crew away from this site while some of the strongest and darkest Pokemon of all are rumored to dwell within the burnt out remains of this once popular ride.

The Lobby: Upon entering the hotel's main doors, you reach a marble-floored lobby with a check-in desk and huge chandeliers that flicker ominously. Behind the desk lies most of the keys to the various hotels rooms, but an unseen power prevents you from taking more than one at a time. Attached is a gift shop selling theme park souvenirs, though you might find more than a keyring or two floating about there. A lone elevator sits at one end of the lobby, leading up to the rest of the rooms or down to the storeroom and casino.

Restaurant: Within the hotel and through a set of ornate double-doors lies what used to be one of the finest restaurants in the world. All of its tables and chairs remain untouched and the food seems to be frozen in time, no signs of decay at all even after all these years. Candelabras decorate the tables but they have been seen flying around the room. The kitchen has become a dangerous place, however, located through a saloon door behind the food counters. The walls, still lined with the sinister, sharp utensils previously used by the various chefs glint in the moonlight and seem to sway on their own. A wrong move could lead to you being the latest delicacy.

Storeroom: A vast room filled with everything the hotel might need and plenty of spare hotel furniture of all kinds. Pokemon have taken the furniture as an invitation to make themselves at home and quite a large variety of Pokemon can be found here not wanting to be disturbed by anything, let alone humans.

Members-Only Casino: Situated beneath the hotel is a large casino that was previously members-only. Reports speak of a barrier that you still seemingly cannot pass without possessing one of the members' cards handed out to adults who visited the hotel and casino in its heyday, though these reports have yet to be verified. A visit to this casino and you might end up gambling more than you bargained for, so beware...

The Upper Floors: There are eight upper floors to the hotel where the park's guests stayed, and some still dwell. One great mystery seems to be surrounding the sixth floor, or lack thereof, as the entire level seems to have vanished. Curious, as it's clearly visible from the outside, it just doesn't appear to exist within. The key to room thirteen is also rumored to be located somewhere within the hotel, its sinister contents being protected as best they can. While some believe these mysteries may be connected, the secrets of the hotel are likely to never truly be unraveled.



Defiled Oasis
Please reply in OliveDrab


A lush forest, teeming with natural life, both flora and fauna, barely touched by human hands. That's what the Defiled Oasis, the southeastern isle in the Archipelago used to be, before it was ravaged for its natural resources to run a coal burning power plant built on its coast. Constant digging of new tunnels and collapsing of those deemed too dangerous has seen the island reduced to a mere shell of what it once was, and while much of the previous wildlife yet remains, invasive species introduced by the companies looking to take advantage of the island run amok, driving many of those that once called this place home into hiding. The plant now abandoned, having once been used to power none other than Phantom Isle itself, waste products leak through the stonework and into the earth, tainting it and leaving the plant life sickened the closer you get to large building, the forested area becoming more of a bog as you approach. The plant itself remains largely intact, now serving as a home for Pokemon driven from their previous places of life, as well as those that would call them prey. Disturbing those that still remain may be costly to the average adventurer, as some of those within may bite the hand that feeds in order to prevent further destruction of the Oasis. While not exactly a hospitable place, many environmentalists have been coming here since the island's discovery, looking to repair the damage that has been done.

Sub Areas:

The Splintered Wood: The once tall trees here have long since fallen, the ground cracked throughout the woods from the rumbling of the earth below. The now rotted wood becoming the earth itself as small vegetation yet survives serves as a reminder that perhaps one day the Oasis may return to its previous state, but for now the land is filled with constant skirmish between those that used to call this place home and those that have taken residence here by necessity rather than birth.

The Tainted Bog: Waste leaking into the ground has left the ground here deteriorated, turning what was soft, fresh soil into thick, slimy mud in the area surrounding the Power Plant. The native wildlife has long since left this area, now only inhabitated by the most hardy of Pokemon as the trees themselves have become petrified and the shrubbery long since has died. Sandles not recommended footwear.

Coal Burning Plant: Once pristine tile floor now covered with dirt, white walls scratched and muddied, those who ran the Power Plant left not long after Phantom Isle shut down, and took most everything of value with them. Still, the reception desk and offices here with their cheap wooden doors make for easy living space for Pokemon not normally suited for life on the island, and while the Plant is hardly being run anymore, it has found use as a handy staying place for a near endlessly rotating series of helpful hands wishing to bring the island back to its former glory days. The rest of the plant, a large series of rooms with both furnaces and coal storage, has been deemed too dangerous to be used, though any amount of repair and cleanup is sure to be appreciated.

Waste Storage: By regulation, all waste is to be kept above ground level, where it cannot easily affect the soil of the area. But with no easily located storage facilities to be found, regulations must have been second priority to profits for this particular company. One can only hope that a dedicated environmentalist some day finds this hidden cache so that progress can truly be made here.

Crumbling Mines: The soft soil of the island hid a small mountain of coal, but to get to it the companies responsible for this travesty had to dig, and the soil itself was not wont to holding firm as tunnels. Stretching to and fro below the island, the mines have entrances and exits strewn about near everywhere, but whether any given path remains intact is another story, as collapses happen regularly. With tunnels having been shut down regularly, this may be the best place to find anything left behind when the plant was closed, whatever these items may be.

The True Oasis: A small, crystal clear pond can be found at the center of the island, surrounded by what few lush plants remain. Many of the island's denizens have fled here, safe from the introduced predators in the area. Unfortunately, sheer cliffs surround the area, meaning the only safe way down is through the Mines, though a smart trainer could perhaps get down with the right transportation.



Conflagrant Spire
Please reply in IndianRed


At the northeast of the Archipelago can be found the Conflagrant Spire, an active volcano that has formed into an incredibly tall and thin tower of a mountain. The spire itself finds itself to the far west side of the island, with the land below stretching and reaching out, as if attempting to grab out at the island far to the south. The nutrient rich soil hosts lush plantlife and a wide variety of fauna, leaving this what would be the most naturally beautiful of all the islands. That beauty hides a horrible secret, however, relics of times past that hint at terrible rituals that were once conducted here in the name of ancient deities. Those who have braved the island have yet to find anything resembling human life, yet these horrid sites remain clean, as though used only yesterday. It is unknown when the Spire last erupted, let alone when it will again, but a temple at its top gives hint that it must have been some time ago.

Sub Areas:

The Ashen Coast: West of the spire is where all ash falls, thanks to the breeze created by the change in weather condition of the Archipelago due to the constant cold air from the Quiescent Glacier attempting to suck in the heat from so far away. While the ash falls into the ocean long before reaching any of the other islands, the coast here is kept rich by what percentage of it lands here, leading to healthy Pokemon happy to roam the area for the small foliage that pokes through the sand.

Volcanic Rainforest: The heated water creates a heavy amount of humidity, resulting in regular rainfall that has nourished rich plant life on the island's entire eastern side. Large and various species of both flora and fauna can be found everywhere here, a natural ecosystem undisturbed for a period of time long lost to the ages. Within the forest are speckled a multitude of altars, which are believed to have been used for terrifying rituals, each depicting a more terrible act than the last in the long lost names of unknown deities.

Thermal Cliffs: What at first seems to be impassibly steep cliffs turns out to be carved paths spiraling along the mountainside in all directions, all of which look to have been made as if by hand and well maintained. Small lava spouts break out in various locations, and the resulting thermals make for excellent winds for airborne Pokemon large and small, while what spouts have cooled have been turned largely into dens used by those that would feast on their nests.

Bubbling Caldera: After traveling only a short ways up the Spire, one may find themselves at a large caldera jutting from the side of the mountain and over some of the rainforest below. The heat of the volcano below leaves the water warm by nature, and within can be found many a species that appreciates the fresh water as opposed to that of the sea. The bottom of the caldera glitters as the light from above catches upon small specks of glass formed from the sand and intense heat over time.

Cracked Canyon: The Caldera constantly overflows from the regular heavy rainfall, the resulting waterfall creating a large canyon over the years that splits the Rainforest in two, with old wood and rope bridges, oddly well maintained, stretched about from side to side. While the canyon does cut deep into the mountain itself, it is only slightly above sea level, resulting in a slow flowing river as it reaches out to sea and the various paths meet the beach.

Cursed Temple: At the top of the Spire can be found a series of rope bridges the lead within the bowl of the volcano itself, to what seems to be a large temple carved into the volcano's side. While one is sure to find many great mysteries and treasures here, this area is extremely dangerous, riddled with traps and filled to the brim with ferocious beasts.



Quiescent Glacier
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An oddity to be sure, this glacier is more than enough to sink the grandest of ships and then some, measuring just as large as any of the other islands, though the term is definitely loose here. Having at some point floated into the southwestern point of the Archipelago, the glacier seems to have halted its movement entirely, a phenomenon unknown to the scientific world. Since its discovery, some researchers have set up on its base to study this curious event, only to repeatedly end up with more questions than they have answers. From strange frozen formations on the outside to a rumored endless void within, every inch of this place teems with beauty, though it may be difficult to describe it as natural. Between these landmarks and the halted movement in the sea, many believe that this glacier was called here, destined to fill the empty slot of the circle of islands for some reason. Of course most of the researchers here would never admit to the belief.

Sub Areas:

Base Camp: A hodgepodge collection of various mobile scientific trailers, this camp makes up the homes and workplaces as the researchers here. A rare few are typically around, usually only to process whatever labs they need to run before returning to the field, desperate to discover the secrets of the so-called island.

Frozen Expanse: The base of the glacier is covered with snow, the cold from the area creating enough of a chill to affect the weather itself. The snowy fields are riddled with strange ice sculptures that branch upwards like trees, a primary point of interest to those researchers less willing to explore further into the freezing "island".

Avalanche Hills: Leading up to the peak of the glacier are some more worn down mounds of ice, forming large hills covered with snow that rolls down the mountain in the event of an avalanche. The deep snow hides endless mysteries, including many entrances to the glacial caves. While there doesn't seem to be much too out of the ordinary here, research is regularly slowed as snow falls off the faux mountain, covering any areas left unattended for too long.

Shimmering Peak: Coated top to bottom in thick snow with steep paths made of nothing but the ice of the glacier itself, the path to the peak is nothing shy of treacherous. To make matters worse, the ice mountain pierces the clouds at what can only be assumed to be the halfway point. But those willing to brave the wind and snow may find that not only glory but rarities beyond imagine await them at the top.

Ancient Wreckage: Those capable of underwater travel may find themselves wanting to examine below the surface of the water surrounding the Glacier. Here can be found wrecks of ships from all periods of time, frozen to the side of island as it moved through the sea over the years, collecting debris as it passed over ships whose passengers never made it home. Nobody knows what rare antiquities may be found here, but the researchers are more than interested to find out where this glacier has been over the many years it has existed.

Rainbow Caverns: Entrances dotted all throughout the hills, caverns run through the mountain, lit by what sunlight filters through the clouds. The light passes through the ice of the glacier, refracting and reflecting throughout the mountain, causing near every surface withing to radiate with ever-changing colors. The caverns are not overly difficult to navigate, but if you enter you may find yourself not wanting to leave, a curse that has befallen many a researcher, itching to explore every last nook and cranny and see every color imaginable and then some.

Perpetual Spiral: At the center of the caverns lies a large pit, the light and colors of the area disappearing into the center as it seems to stretch on forever. With the glacier known to not be connected to the ocean floor, the fact that this spiraling staircase seems to go on forever befuddles even the most astute of researchers, and any information as to why this assumed illusion occurs is sure to be met with reward.



Tranquil Lagoon
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The northwest island, the Tranquil Lagoon has been deemed the only island in the Archipelago currently capable of sustaining a village. As such, many trainers have taken to building their homes here, huts and cabins of all shapes and sizes built along the sparkling shore of the crescent moon shaped land mass. Floating pathways made of wood have been constructed over the Lagoon itself, allowing for easy transportation all along the island. While those who have moved here are happy to have done so, there is always one dispute or another abound due to the current lack of any actual governing force, so the helping hand of other trainers is often wanted. The island itself lacks much vegetation, instead being covered entirely in shimmering white sand. Instead those living here farm algae and other plant life from the coral reef around the island, and fish and hunt along the Lagoon and island itself.

Sub Areas:

Lagoon Village: The village makes up most of the coast, both inside and outside the lagoon. The economy here is largely based on trade, so trade disputes are a common occurrence, but at the end of the day most villagers are more than willing to lend a hand to their fellow man or woman as they make their homes here.

Crescent Desert: The inner island is made largely of shimmering white sand, a veritable desert where few have made their homes due to the coast being such a beautiful sight. As a result, most of the non-aquatic life here has made its way inwards to avoid the increasing hustle and bustle of town life.

Crystal Lagoon: Shimmering and crystal clear, the lagoon within the crescent moon shaped island resembles a deep blue pool, opening itself up towards the center of the Archipelago. The floating wooden bridges above make for good fishing spots for the town, as well as comfortable resting places for more amphibious Pokemon that no longer wish to go all the way to the shore. While members of the town regularly enter the water for relaxation or to find vegetation, few stray far from the shore, let alone to the center of the deep blue below.

Vibrant Reef: Beneath the waves to the northern and western sides of the island can be found a gorgeous coral reef, where colorful sea life makes its home. The existence of the reef goes to show that the island, while not far above sea level at its highest point, has clearly been here for some time. Divers come here regularly for the vegetation, as well as for the many beautiful natural treasures usable for trade on the island that can be found here.
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Old 07-07-2020, 07:48 PM   #5
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I hereby declare the thread to be open to ZA Nominations as well. Zone submissions will remain open until the 22nd!
  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 07-08-2020, 08:51 AM   #6
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Throwing my hat in for ZA nominations. If it wasn't obvious, I'd prefer to ZA for the Unreal Archipelago, but Cloud Garden does also strike my fancy. I have a pretty wide berth of experience running various types of adventures both short term and of the large, overarching story variety, so I'm confident that I can provide for whatever types of adventures people are looking to go on. For FB specifically I've updated for Phantom Isle in the past as well as for AR currently to shake some rust. I also know I'm more than capable of working with the other ZAs right now, given they're all people I'm working with for Gym duties, and working with updators within the zone will be a breeze, as I'm pretty relaxed on story telling narratives unless they break the way the zone works entirely, and am always willing to help out with ideas and the like where needed.
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Old 07-08-2020, 08:27 PM   #7
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Well, I suppose I ought. I will likewise toss my hat in the ring, I've been looking for something to reignite my creative spark and the shorter burst format of adventures is something that I think I can handle better than the myriad other plot bunnies that spawn and die in my head on the regular. I'd of course prefer to ZA for The Outskirt Range, but given enough community desire and general creative guidance from Sneaze, I wouldn't mind the Unreal Archipelago either. Unfortunately, a zone quite so storied and complex as the Cloud Garden I feel is out of my reach at this time, much as I'd hate to see it go-better it end on its high notes, I feel, than it continue under someone ill-prepared for it like myself.

Regardless, if the many plot bunnies I have put to any sort of text have taught me anything, it's that I like making characters and building scenarios and conflicts for them, and I feel that for me right now, that skill would be best put to use in writing fun and fulfilling adventures than in trying and failing to write OC-centric fanfiction. It might be a jump going from having basically no updating experience to operating a zone outright, but I like to think I pick things up quickly.

In any case, I've always felt that my greatest barrier to updating has been feeling unsure of whether I am remaining in the intended creative bounds of a given zone and its ZA's vision, which is an issue best resolved by having those intentions and bounds be my own, hence my preference of the Outskirt Range. That being said, I am very willing to work with potential updators to help them work within and on that vision, and I encourage new ideas and interpretations of what's been given. I specifically left the Forsaken Fortress in my proposal open-ended so as to foster not only a sense of exploration and discovery in adventurers, but also an opportunity for potential updators to have a greater degree of freedom in what sort of adventures they can create. And that's not to say the Fortress is the only such opportunity, only that it is the most obvious. I'd be eager to see what more updators could come up with, and ultimately would hope to foment the zone's creative nature and working environment as more of a collaborative project between myself and updators so as to leave it tinged with the particular spice and flavor of many people rather than have it be entirely my own.
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Old 07-10-2020, 11:47 PM   #8
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Scraggy New Fizz City: The Metropolitan Zone

With Mask’s blessing I am submitting an expanded version of New Fizz City: The Metropolitan Zone. Of all the amazing zones to have come out of the new era, NFC seems to have really positioned itself as a staple in the game’s lore and geography. With that said I feel there’s so much more untapped potential in a metropolitan zone, from colourful and distinct neighbourhoods to places where a greater abundance of wildlife can be found; I feel it would make the perfect compliment to the more rural and fantasical zones we currently have in play.

If someone else is elected I would be happy to let them take the reins on its revival should they wish to do so. That being said I’m still brimming with ideas for maps and stories so you can bet I’d still play a supporting hand in its development. So without further ado, I present to you a New New Fizz City:



New Fizz City stands as a shining beacon of hope and prosperity for the world of Fizzy Bubbles. Built on the shores of Cape Effervescence over two centuries ago, the city started root as a trading port which fell into great prosperity during the industrial revolution. The port town attracted people from far and wide in search of a better life, quickly growing into a diverse and bustling metropolis sprawling for miles across the land and stretching way up into the clouds. As the modern urban center of Fizzytopia, New Fizz City boasts significant high-rise development, widespread use of cars and motorcycles and one of the most extensive transit systems in the world; from its subway and commuter trains to the world-famous yellow cabs that shuffle along the city streets, there is just about nowhere you can’t get to in the city.

Famed for its vibrant neighborhoods and unparalleled culture, New Fizz City is a proud cultural melting pot where you are sure to encounter trainers from every walk of life. While city folk have a strong sense of community you will find them just as welcoming to outsiders, although tourists are advised to keep out of certain districts after dark with growing poverty giving way to increased crime and gang violence. While green spaces are hard to come by in the concrete jungle, many species of Pokemon have learned to adapt to urban life. Resident strays have a certain street smart about them making them valuable companions, provided you can win their trust. As the locals will tell you, the city that never sleeps holds adventure on every street corner. If you can make it here, you can make it anywhere!


Downtown - The Business & Commercial District

Downtown reply in Slate Gray

Downtown is the bustling financial center of New Fizz City and its most urbanized area, with historically laidback zoning restrictions giving rise to the tallest high-rises in the city. The biggest, busiest and most crowded area in the city, downtown it is a hive of activity for both shoppers and businesspeople alike; even if you're not mesmerized by the city's soaring skyscrapers and monuments, you'll be blown away by its flourishing arts, food, and fashion scenes. From famed museums and art galleries to world class sporting venues, you could live a lifetime and not experience all the amazing things downtown has to offer.
Municipal Plaza: The beating heart of the city, Municipal Plaza holds many of the buildings necessary to keep New Fizz ticking, including its city hall, banks, hospitals, schools and universities. The headquarters of both the New Fizz Police Department and the Fizzytopian Investigation Bureau are also present here. What the plaza lacks in wild Pokemon it more than makes up for in human activity - you’d be hard pressed not to get swept up in adventure strolling through Municipal Plaza.

Commercial Boulevard: For those who love window shopping and spending major bucks, Commercial Boulevard is a great place to start. Lined with stores as far as the eye can see, if you’re looking for a particular item you can bet you’ll find it here. Even if you don’t have a goal in mind, browse the shop window displays for long enough and something is sure to steal your attention. The city council endeavors to keep wild Pokemon away from Commercial Boulevard, but that hasn’t stopped strays spilling out from its back alleys.

Amity Gardens: Spanning hundreds of acres, Amity Gardens is a popular meeting point among tourists and locals alike, offering much needed respite from the city hustle and bustle. The gardens make up for the city’s lack of green space and then some, boasting botanicals from around the world and a number of artificial lakes where swimming and fishing are permitted. Although urban Pokemon often spill out into the park, Amity Gardens boasts a more rural assortment of Pokemon found nowhere else in the city.

Battle Tower: Behind the city’s most impressive skyscraper you’ll find one of the world’s most state-of-art battle facilities, the Battle Tower! With a number of play formats to choose from, challengers are tasked with battling their way to the top of the tower, facing increased difficulty at each level. Plucky trainers are awarded useful battle items depending on how far they progress. Make it all the way to the rooftop and you’ll face the mysterious Tower Tycoon – but beware, they haven’t lost to a challenger yet!

Central Station: Explore the region’s largest subway system, the flowing arteries of the city that never sleeps. Almost as old as the city itself, the urban dungeon exists beneath an expansive succession of support arches. All tracks lead through Central and will take you wherever you need to go, whether that be the colorful districts of uptown or the far reaches of city limits. The station is complete with one section of non-working subway cars taken over as a hangout by local youth subcultures; journey deeper into these decommissioned tunnels and you’ll discover an ecosystem of underground Pokemon.

Uptown - The Culture & Entertainment Districts

Hoodlem Reply in Orange

Hoodlem is economically poor and the most deprived of the five boroughs in New Fizz City, characterized by its run-down housing projects, pockets of small-time businesses and shops that have presumably failed shortly after their establishment. Although the district has industrial roots, it has been experiencing gentrification over the last few years with tourists seeking to escape the downtown hustle in favor of this urban shangri-la. Abandoned buildings and decrepit warehouses are a common sight in Hoodlem, overrun with wild Pokemon that give even the local street gangs a hard time.
Alto Bridge: One of the world’s longest suspension bridges, Alto Bridge connects Hoodlem and neighboring districts with downtown New Fizz. It is considered a historic staple of the New Fizz City skyline, transporting commuter car traffic underneath and touristic foot traffic above. Standing before its incredible arches with city skyscrapers rising in the distance will inspire a sense of grandiosity, just watch out for strong winds and swooping flying-type Pokemon!

Gasoline Row: Located directly under the Alto Bridge overpass, you’ll find the most down-and-divey bars New Fizz City has to offer. Gasoline Row is packed with every type of scene from biker bars to hip hop venues and punk warehouses - just be prepared for sticky floors, tagged bathrooms, and dubious clientele. Where many bars in the city discourage bringing Pokemon, the grungy hangouts of Gasoline Row encourage it, oft sporting fighting cages where patrons can partake in a battle or a bet.

Kickflip Park: Grab your board, throw on your baggy pants, and tuck the hat down as low as it’ll go – you’ve just arrived at Kickflip Park. Situated deep in the Hoodlem ghettos, the skatepark is loaded with ledges, ramps, pipes and plenty of bowls which are used for battling as much as skating – stick around long enough and you’re bound to be challenged by a resident youth or stray Pokemon. Just be sure to check out of there by nightfall when the park becomes a popular meeting point for criminals and street gangs.
Neon East Reply in Yellow Green

As you walk up the stairs from the dark underground subway, give your eyes a minute to adjust to the bright pulsating lights of Neon East. This futuristic district looks like something from a page of cyberpunk fiction, walls covered in flashing billboards and holographic signage that blanket your field of vision; it’s said on a clear night the glow of its colorful multi-storey shops and arcades are visible all the way from the high-rise balconies of downtown! With unparalleled nightlife and entertainment, Neon East is a thrilling location to visit, as well as an interesting and vibrant place to live for those of means.
Sparkling Strip: You’ve heard New Fizz is the city that never sleeps, now meet the venues that are keeping residents up. If you’re looking for a night on the town Sparkling Strip is the place to be, from glitzy rooftop bars with swimming pools to underground raves which go on until sunrise, there’s a scene for every style. Pokemon are usually only allowed out in VIP areas, so you’ll need to rub shoulders with the right crowd if you want access to this privilege.

Florescent Funfair: Tucked away in the high-rises is one of Fizzytopia’s most popular fairgrounds, with all the typical trappings from carousels and bumper cars to waltzes and a tunnel of love. Whether you’re a thrill-seeker or spectator, the fairground offers something for everyone – although only the truly fearless should take on the Dazzler, a rollercoaster that reaches as high as the tallest skyscrapers with a 250km/h drop speed. The florescent lights and high voltage machinery are a magnet for city-dwelling electric-types.

Grey Matter Labs: The tallest tower in Neon East gives host to a thinktank of the world’s most renowned professors and inventors. Serving as an incubator for the city's most promising startups, Grey Matter are behind many of the district’s technological leaps and resident geniuses are close to a breakthroughs in a range of fields, from fossil revival to dream monitoring. What they are short on however is subjects to test their experiments – volunteers will be handsomely rewarded.
Bohem Reply in Deep Pink

If you want to get away from the traffic and crowds to kick back with the more beatnik populace of New Fizz City, head on over to Bohem. Years ago, artists seeking affordable housing, open studio space, and a lifestyle away from the mainstream metropolis seeped into this deteriorating industrial district and gave it new verve. They converted the abandoned warehouses into lofted art studios, independent galleries, and coffee shops buzzing with character. Visitors are invited to pull up a chair at the local coffee shop or stroll through its galleries, where you’ll meet all manner of artists, musicians and creative types.
Artisan Avenue: The streets of Bohem are a blank canvas for the city’s most talented street artists, brightening up abandoned storefronts, turning corrugated gates into canvases and covering entire apartment blocks; all this creative energy culminates in the aptly dubbed Artisan Avenue. The colourful street is closed off to road traffic, giving creatives free rein to chalk asphalt, tag walls and sculpt all kinds of strange monuments. You’ll find the avenue sprawling at any given time with artists selling their creations as well as lively troops of street performers, their acts occasionally interrupted by curious stray Pokemon.

Milcery Patisserie: Follow the waft of fresh baked pastries to what is considered the best (and most photogenic) coffee shops in town. The Kalosian inspired patisserie may be small, but its owners are big on serving some of the best pastries and coffees you’ll ever see. Customers flock from around the globe bringing all sorts of colorful tales with them, just be sure to arrive during off-peak times since it's tough to land a seat.

The Foundry: Not all art in Bohem is just for show, this metalwork makerspace is standing proof of that. The Foundry is a multi-floor warehouse where metal is melted and poured into specially shaped molds to produce valuable items and special Pokeballs. If you’re looking to whet your welding appetite, metalworkers are often in need of an apprentice for the day. The high temperatures at The Foundry are suited to stray fire-types who take refuge in its lofts, often coming down to lend their firepower to the welding process.
Alderboro Reply in Khaki

Amidst the urban jungle you’ll also find a little pocket of history, Alderboro faithfully evoking the spirits of days long gone. Alderboro is the last remnants of New Fizz City before it was new, drawing both locals and tourists alike to its nostalgic, almost enigmatic charm. The neighborhood’s narrow winding streets are lined with attractive green spaces as well as cafes and shops passed down through generations, offering a perfect place to while away the afternoon. You’ll find time seems to move much slower in Alderboro.
Trader’s Bazaar: A bustling marketplace packed with food, clothing, and knick-knacks you’re not likely to find in the city’s shopping malls and boutiques. Beware of some of the dodgier vendors advertising fake items as genuine artefacts. If you're lucky, however, you may just find a gem amongst the junk.

Remembrance Park: New Fizz City wasn’t always a land of peace and prosperity – as a reminder of its feudal era, a shrine was erected to forever remember citizens lost. Surrounding the shrine is a beautiful sakura-lined cemetery spanning acres of land. Despite its size, the graveyard is meticulously cared for and while peaceful for the most part, has its share of ghostly stories and tragic tales.

Little Kanto: A vibrant and densely populated neighborhood founded by immigrants of Kanto and its neighboring regions – foodies and tourists come from all over for a taste of authentic sushi, ramen or famous fried Farfetch’d. The busy sidewalks are packed with souvenir stores, bubble tea shops, and markets selling everything you’d expect to find in the faraway region it pays homage to. There is also an abundance of green spaces where locals can be watched practicing traditional martial arts, stick around and they might be willing to teach you a move or two.
Fizzby Harbor Reply in Light Sea Green

The largest natural harbor on the Fizzytopian Coast and its busiest waterway, Fizzby Harbor welcomes thousands of ships carrying millions of metric tons of cargo from around the world each year. The harbor is also serviced by several cruise lines, commuter ferries, and tourist excursion boats; if you ask around you might just find a captain offering sightseeing tours or looking for an extra crew mate. Further down the wharf, Fizzby Harbor is archetypical of a seaside funfair, with several attractions and a ferris wheel, though the promenade at night is a sight for sore eyes to drown their sorrows on.
Cape Effervescence: The main tourist draw of the harbor district, Cape Effervescence’s undersea vents leave the waters bubbly, but not chaotic enough to hinder swimming. While its coral reefs died long ago due to ongoing sea traffic pollution, water-types and other sea loving Pokemon still take residence. If you want a calm area to just fish and watch the ships go by, look no further. And don’t forget to record your catches! The cape’s famous fishing hut gives out prizes for the biggest or best catch of the day.

Victory Island: Just a few miles out at sea lies Victory Island, one of the city’s most popular attractions. The island is home to a great monument depicting the hero who brought peace to New Fizz City and their partner, Victini. It is foretold that the mythical Pokemon still resides on the island and will at rare times appear to visitors to grant them insatiable fortune – to this point, budding Pokemon trainers often come here to train before exhibition matches. Be warned that the island Pokemon have a competitive spirit making them tough to contend with.

Fizz City Sewers: Pinch your nose and take a manhole through to one of the oldest and most intricate sewer networks in the world. Every day, Fizz City Sewers transports billions of gallons of wastewater from homes, offices, stores, and factories to water treatment plants out in the city limits. It is also an interesting place to explore unto itself, the dark narrow walkways home to all kinds of lost treasures and sewer Pokemon. Explorers should keep out of the sewers in rainy seasons as fast flowing waters can flood passages at a moment’s notice, the fetid water often carrying disease.


New Fizz City Limits - The Industrial Districts

Fizzy Power Co. Reply in Dark Orange

Situated on the far outskirts of the city, Fizzy Power Co. carries the burden of not just New Fizz City’s power usage, but much of the wider region’s electricity supply. Operated by skilled technicians and a workforce of hardy electric-types the Power Plant has proudly kept city lights on without an outage for over fifty years, although an influx in tourism is putting strain on its resources. Other than those that work at the Power Plant, many electric Pokemon can be found mooching off the excess electricity and occasionally wreaking havoc. Surrounding the plant is an electromagnetic field which is reported to trigger evolution in certain species of Pokemon.


State Landfill Reply in Dark Sea Green

A vast and hilly expanse composed of trash heaps and compacted vehicles stacked to the nines, you can guarantee that any and all waste from the city will eventually find its way here. Naturally the landfill has become a habitat for poison-types, with the hazardous chemical waste sent from the neighboring power plant birthing all sorts of toxic Pokemon. Why a tourist would visit here is a mystery, although the rumors of thrown out treasures may be enough for you to brave the stench.


Sunder Island Reply in Pale Violet Red

Once an island town with a sizeable population and booming economy, Sunder Island was plundered into catastrophe when its nuclear power plant went into meltdown. The radioactive island was evacuated and its bridge to the mainland closed off for good; but today Sunder Island exclusion zone isn’t devoid of life. Its abandoned tower blocks have been overrun by lush forest and home a collection of wildlife, as well as descendants of Pokemon that were left in the city when its residents fled the nuclear fallout. Exploring the island offers an eerie look at what our cities would look like if humans vanished off the face of the earth.


Fizzytopian Rail Reply in Dark Khaki

In its heyday the Fizzytopian Rail was one of the world's most popular train lines, today it lies decommissioned following an incident where a powerful Pokemon wrought havoc on its tracks. The now defunct railyard is home to many steel-types which can be found burrowing in its empty train carts or feeding off of scrap metal. A walk down the train tracks offers views of some of the city’s best graffiti art, just don’t stick around for nightfall when crime and other mysterious goings on are commonplace.


Fizzby Freight Yard Reply in Dark Cyan

Situated on the far outskirts of Fizzby harbor, Fizzby Freight Yard is the region’s largest shipping and trading operation. The complex specializes in oil refinery and distribution, though warehousing is also an important element of business. The freight yard is a playground for all kinds of urban Pokemon, and if you’re willing to weather its cold-storage warehouses you’ll find them swarming with ice-types. There is mounting evidence that the Freight Yard is a hotspot for organised crime and illegal shippings under the cover of night, although officials have yet to build a strong enough case to book anyone.



Last edited by Emp; 07-19-2020 at 08:30 PM.
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Old 07-11-2020, 01:28 AM   #9
Emp
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I am also putting myself forward for consideration for Zone Administration.

I have mulled waiting until the next election – but returning to the game with more life experience and renewed energy and creativity I feel there is no better time than the present to throw my hat in the ring. I believe what sets a Zone Administrator apart from the other titles in FB is their dedication to worldbuilding and storytelling; this has always been a preferred activity throughout my FB tenure and exactly where I want to dedicate my focus going forward.

Beginning my updating journey over a decade ago I also understand what it is like starting out, and the steps I needed to take to improve in structuring a roleplay narrative and breaking out of the typical updating traps; it’s something I am really keen to impart onto others if elected into a mentorship role. I honestly believe updating is one of the most fun elements of the game so I want to help others overcome its hurdles and discover how rewarding it can be. I have made a concerted effort with my zone concept to make it easy enough for anyone to pick up and run with, and don’t want to impose any hard boundaries or creative restraints on what they can and can’t imagine up with their adventures.

I’ll finish off with a brief overview of my updating credentials beyond what I’m up to now in the Arboreal Cradle and the Cloud Garden, which I put together for the mods before returning to updating:

Credentials:
  • I began my updating career in the Cloud Garden from 2008 through to 2009; I was still a relative newcomer to Fizzy Bubbles and roleplay in general so I developed a lot of foundational skills in this position
  • Once I’d completed these adventures, I was invited with a team of updaters (including Raves) to revive Fizzytopia on Serebii Forums. I took on Astoria, a forest zone which I designed and manned as the sole updator from 2009 through to 2011. I also became a referee for FB’s trainer battles and its inaugural Pokeringer Tournament during this time
  • I later moved onto Whale Island, another of the Serebii zones, where I updated from 2012 through to 2013 and again in 2016 for a brief stint. I was a lot more experienced by this point and would incorporate puzzles, maps, quizzes and the like into my updates; my update churn was pretty strong too as I adapted a more punchy, rapid fire format.

Example updates:
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Last edited by Emp; 07-11-2020 at 08:14 AM.
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Old 07-11-2020, 11:44 PM   #10
CyberBlastoise
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This Zone is a lot smaller than others but I think it leaves a lot to the imagination.

The Library of Dreams and Verity: A Mystical Zone

Deep in the forests of the ancient lands and mysteries there exists an old decrepit building. Despite its appearances on the outside, however, the inside is clean and pristine, as though it kept its appearance the way it was built. Scholars, cultists, and the like are free to enter and leave the building as they please, so long as they stay inside the main room, a massive library filled with knowledges old and new. They are even encouraged to bring their own knowledges within, but they are not alone, as many ancient Pokemon like the quick Ninetales and the knowledgeable Misdreavus will roam out into the world to collect the knowledge for the building's proprietor. The other rooms are unlocked but everyone is advised to take caution for who knows what secrets it may hold.


The Novelty Rooms
The side rooms where you are asked not to enter without preparation. Be careful as the books here are made of magic and wonder, they may just suck you in, so to speak. It's just a figure of speech, right? Many of these books have a beginning, a middle, and an end, as such the areas should be explored, not necessarily in order, but the beginning and the end are the same. As such, all adventures will start at the one marked "Beginning" and the journey will take you to the End where you will escape. All other areas are fully optional and should be worked out with the updator and the updatee on where they both feel the trainer could explore.

The Jungle Crook (Please reply in SeaGreen): An older book about a rich man who wants one thing in life, to be able to battle using Humans against wild feral Pokemon. He does not care about trainers, believing them to be the ones holding back human evolution. In this book the protagonists are trainers kidnapped by him to test out their trained Pokemon against his trained humans and the wild Pokemon that already live on the island, hoping to show the world that only strength is key. The only common knowledge about this book is that in the center of the jungle is apparently a helipad that can help one escape but why would such knowledge be needed?

-The Beach (BEGIN): Those that enter the island find themselves washed up on the shores. Most of their items are gone with the exception of their Pokemon and maybe a few healing items. The Beach itself expands all around the island and can be a good place to gather supplies needed to explore deeper within. Even the ocean can be a place of bounty and wonder, but the currents make it impossible to swim very far outward. Perhaps you can even find some tools.

-The Temperate Forest: A large forest filled with pine trees that act as cover from the sun. No fruit bear on these trees but there are plenty of wild Pokemon that roam the area. It is a good place to hide, rest, and set up ambushes. Who knows what other things are in store from within.

-The Jungle: Massive trees sprout from this seemingly bottomless pit. An extremely steep cliffside makes it all but impossible to scale down from anywhere but the mile high trees whose branches make Wailords look tiny in comparison. One must navigate between trees carefully if they wish to reach the otherside, or if they wish to scale downward to see what may lie at the bottom. Who knows? Perhaps a key.

- The Shadow Caves: Not everything on this island is teeming with life. There are caves that sprawl all over. Dark and dingy with no way of knowing which way is out. Many Pokemon that hate the light are found within, but you are just as likely to run into the madman's wild humans here too, be careful of the light being at the end of these tunnels not be the light of the afterlife.

-The Decrepit Building (END): On the center of the Island sits an old helipad with communication devices supposedly. The hunter resides here with the strongest of his Wild Pokemon and Humans. Be very careful as you traverse this old building to try to find a way to get off the island, whether by signalling a flying vehicle, a boat, or even finding a helicopter within. You are so close, try not to die, but then again would living make for an interesting story?


The Lord of the Helix (Please reply in DarkOrange): A classic romp within the fictional world of Old Zedisle where humans are slightly different. They rely on working with their Pokemon to conjure mystical energies through the use of BURST power, allowing human, elf, or whatever to send their own energies into the Pokemon and some may even be able to fuse with said Pokemon, but that is reserved for the elite of the elite. In this book, a mystical crystal said to be made by Jirachi is coveted by people all over the world, and whoever gets it is said to have a wish granted by Jirachi itself, be warned however, obtaining it isn't easy and who knows what else you have to do to get that wish.

- Ashbourne (BEGIN): A town populated with mostly humans living their simple lives, like farming or inn keeping. Rumors fly about here and there and there may even be humans here that need the help of would-be heroes to get them out of a jam. Some even say there are a few elves or halflings here, but those are just fantasy creatures. Surely they can't exist...can they?

- Goblin's Pass: A large river divides one side of the country to the other. The only safe passage across the multi-kilometer wide river is a bridge called Goblin's Pass. Small creatures that train quick witted Pokemon to steal from those that try to cross uninvited, and figuring out how to get one invited is a quest in and of itself. Of course, one could just try to swim across too, just beware the Sea Monster that lives within.

-High Dwarf Mountain: A snowy mountain range that extends for miles in either direction stands between the BEGIN and the END somewhere in the story. Caves and tunnels exist within, but at the top there is said to be a forgery owned by the High Dwarves, crafters that can make the most powerful of training items. They won't give it up without some sort of fight or perhaps as a reward for doing their trials. There may even be a machine that will help you the rest of the way through the mountain range too. You wouldn't want to catch a cold on here, though you may be able to find some cool Pokemon to catch instead.

- Hill Elf Swamp: The road may lead through a mucky bog where plants and Pokemon alike live in harmony. But be warned, not all is peaceful here. Between the trees that come to life to demand riddles be answered to the giant plant monster that cannot seem to be defeated no matter what tactics are used, you may just find yourself having to use your mind in addition to your body to cross this treacherous swamp.

Death Canyon (END): Every fantasy book ends with a lava-filled death trap and this is no exception. The big villain source of poweris located at the very top. All they have to do is scale the mountain and see. Could this be the mysterious crystal that holds Jirachi's wish granting power? Or is it something darker and more twisted?


The Dark-type Escavalier Resumes (Please reply in DimGray): In the mean streets of Mediavon, crime is run rampant. Evil thugs left and right and it takes grit and determination just to survive in this city. Pokemon trainers that live here often seal their Pokemon's hearts to gain more power, and those that don't or can't have Pokemon are trampled upon. In here, trainers that don't do this have to take up the mantle of hero to clean up these mean streets, but be careful, even the police may be against anyone who even thinks of using Pokemon.

-The Bank (BEGIN): For whatever reason, trainers always find themselves at the site of the crime when it begins. The loud alarms go off and Water Gun attacks fill the air. Confusion starts and crimes must be solved as well. Be warned, not all trainers are trusted...or to be trusted. The bank itself is a fairly sizeable one, perhaps there are clues within, or perhaps you feel the need to escape, either way, be careful of the bank's security, for they may not know friend from foe.

- Questionable Tower: a massive skyscraper in the middle of town ran by the leading Mob Boss, Ethan Igmus Questionable III. It is a booby trapped tower filled with riddles and brainteasers and even trivia questions. Be warned those that wonder in often times find their ways out through a body bag. Hope that all those hours of Wheel of Victini paid off.

- Clown Town: A segment of the town is dedicated to the circus and entertainers alike. If you can entertain here, you can entertain everywhere. Dreams are broken and discovered alike. Occasionally you will find the trainer that is just angry enough to fight about it, likewise you could find prima donnas here that believe themselves to be better than you, and whatever you do, do not anger Biff Loone, the biggest star in this town because some say that his pranks are just to die for.

-Dock Tor: a set of docks at the bay of the city itself. Some say illegal drugs, like X HPs and Riboflavin (which raises a stat thought to be unknown) pass through here. The kingpin, Palaeg, makes most of his money here and would like to keep it that way. His military trained Seel army will probably also take care of you should you find yourself nosing around here looking for any sort of clues.

- Prison: The big house, the hoosegow, jail. Corrupt cops walk these halls looking for a reason to beat others in very brutal Pokemon fights. The database, for whatever reason, is located through the cells within, meaning any and all evidence is logged on the other side of a potential warzone.

-Abandoned Collapsed Hospital (END): This is it, the final bout. All the clues must have pointed to here, whether this is where the bank robbers hid out or perhaps the person pulling the strings is truly situated here. Of course, one must figure out where in the city it is, perhaps even the sewers? The dark and ghost type Pokemon of those that passed away within the hospital still haunt the very halls too, what kind of person would even live here?


The Dragon and the Ghost: Lords of Death (Please reply in SlateGray): An old medieval castle sits on top of a hill filled with darkness and despair. Legends say the Pokemon of death resided in these halls, a Haunter that had the power to steal souls. It alongside of its many companions, including a human that could transmute the stolen souls into objects to create more ghost types to protect the castle and to extend its borders. In the story itself, ghost hunters attempt to brave the castle and try to destroy the lord and those that give it power.

-The Haunted Woods (BEGIN): A dark, foreboding forest envelops the castle itself. It is said to be haunted by the victims of the Haunter's twisted creations, but even some of his creations roams the area too. Even in high noon, the woods seem to exist forever in midnight with no light to be seen. Hopefully you can get through an area so foggy you can't see your hand behind your face.

-Lake Lowdie: a massive lake may act as an obstacle to those that wish to enter the castle's halls. Some rumors say that the lake itself is connected to the castle's aquaducts, but it is guarded heavily by some of the Lord's twisted minions. One could also attempt to walk around the lake to head to the castle's front gate directly if one wished, but that way is also filled with traps and minions.

-The Laboratory: This is where the human trainer underling takes the souls taken by the dark lord and forges it into inanimate objects in order to create Pokemon minions for their new master. Some are rousing successes, but others could uh....be worked a little better on. Perhaps stopping the madness here would limit the lord's resources, after all without its minions, the dark lord is just one Pokemon.

- The Banquet Hall: A massive room where feasting occurs within. It is large enough to fit a whole village in itself, but the question here is what is for dinner? Or rather...who is for dinner? Be careful as minions crawl this place looking for their next meal, but perhaps you could also find an ally that is willing to help, for the right price.

- The Lord's Tower (END): The highest tower of the castle, this is where the dark lord resides. It wants to keep its power, and those that enter this part threaten that very power. Of course, that's if you can get past the champions that it set up for this very occasion. Perhaps you can convince them to turn on their dark lord...or fight them down because if they betray the dark lord who's to say they wouldn't betray you either?


Not everything within the library is in the books, however. There are still a few areas outside.
The Rose Garden (Please reply in Magenta): There is a large garden outside of the library itself, almost a jungle in and of itself. Its caretakers are trainers and gamblers, since apparently the garden brings about luck. There is apparently a queen red Tsareena with a nasty temper that roams the garden from time to time but between the hedge maze, the thorny pass, and the prized rose center, surely you wouldn't meet her. This is also a good place to relax with a fun game and a little gambling, sure you could lose a life, but you could win a sweet new vitamin and isn't that worth it?

The Flooded Basement (Please reply in Blue): Some unscholarly cad left the book Doby Mick (a story about a permanently Dynamaxed Shiny Wailord) open and let all the ocean water through. As such the entire basement is completely flooded teeming with magical water. Sure, anyone can breathe in the water itself but between the Sharpedos that have a cartoonishly taste for blood, a Ludicolo from the Black Lagoon, and a Magikarp looking for his lost son, it isn't exactly the safest place in the world. But the scholars may pay top dollar to retrieve some of the books that haven't been completely destroyed in the flood.
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Old 07-21-2020, 08:13 PM   #11
Sandaa
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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 August 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 & TheKnightsFury. 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.)
  • Sneaze
    1) Unreal Archipelago
    2) Cloud Garden
  • Heather
    1) The Outskirt Ridge
    2) Unreal Archipelago
  • Emp
    1) New Fizz City
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