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Old 08-01-2021, 09:57 PM   #1
Prof.Enigma
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August 2021 Zone Elections ~

Training Zone Elections

It has been one busy and long year thus far, and with the closing of the Aboreal Cradle and the Fizzific Ocean, their ZA's stepping down, the moderation team has decided that it's time for a new Zone to rise to the occasion, however, unlike previous Zones, this will be a Zone used to train new Zone Updators!

Current Status: Zone Applications



Unlike last the Last Zone Election, Votes will be cast in favor of a Zone rather than a Zone Admin, and this Zone will not be run by anyone ZA, but rather all present and future ZA's will pitch in to help run this Zone.

We will first only open the floor-to-zone applications, then later in the month the voting process.
The elections will be held in a similar style to moderator elections. That is to say, the community will be able to give their input and final vote on the candidates. Due to this being a Training Zone, no new ZA's will be elected at this time for the new Zone.

Proceedings
1. Players may nominate their Zones in this thread from now, until August 21st, 11:59 PM GMT.
2. Votes for a Zone may be cast from 22nd August, 12:01 AM GMT up until 28th August, 11:59 PM GMT.
3. The winner will be announced on On 1st September, 12:01 AM GMT after which the zone may be put up.

Rules

* The zone will go up on the 1st of September, 12:01 AM GMT.

Zone Admissions

Last edited by Prof.Enigma; 08-28-2021 at 07:11 PM. Reason: Fixing a minor mistake
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Old 08-01-2021, 11:54 PM   #2
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The Cave of Dreams


From throughout Fizzytopia rumors of a long-lost location known as The Cave of Dreams have begun to spring up among all those who would call themselves a traveler. Located in a misty grotto and surrounded by a mote of crystal clear water this large cave network can be accessed fairly easily once found, the surrounding area providing little to nothing in the ways of dangers.

Upon Entering the cave adventurers will find themselves within a small antechamber with four paths branching out of it, each filled with a fine mist that bellows along the ground. Upon walking down one there will be found a large stone shrine dedicated to one of four pokemon often affiliated with a dream-like state, before which they may rest, meditate or otherwise enter a semi-unconscious state to begin their journey.

The Shrine of Sweet Dreams - Cresselia (Please respond in pink)

When beginning their journey at this Shrine trainers will find themselves in an idyllic fantasy such as a life they wish they had, an island resort, pristine forest, or other such pleasant locals and scenarios.


Trainers who come here will often do so if they wish to experience their hearts desires unfettered by the constraints of reality.

The Shrine of Nightmares - Darkrai (please respond in Crimson)
When beginning their journey at this Shrine trainers will find themselves facing their worst nightmares, exaggerated versions of their greatest fears existing around every corner, the landscape twisted in such as way as to maximize discomfort for both them and their pokemon (Shadow Zone).

Trainers who come here will often do so if they wish to overcome their greatest fears, identify core problems with themselves or aid their pokemon through trauma.

The Shrine of Lucid Dreams - Musharna (Please respond in Yellow)
When beginning their journey at this Shrine trainers will find themselves in a well-grounded and seemingly normal place only to quickly notice that things are often wildly inaccurate or strange, often conforming to what's on their mind at the time, thus trainers may find they have a bit more control over the "reality" of this area then they may in others.


Trainers who come here will often be seeking to test the bounds of their imagination, or simply live out various "what if" scenarios.

The Shrine of Normal Dreams - Komala (please respond in PaleTurquoise)
When beginning their journey at this Shrine trainers will once again find themselves in a fairly normal location, ranging from anywhere they might have been or heard of. Here the physics and landscapes largely being as one would expect them to be, although this is not to say that one's mind may know every detail of people or places and it's entirely fine for things to contain small elements of all dream types whether it be due to nodes of them existing or the trainer simply having misunderstandings of subject matter.



Trainers who come here will usually do so to have a vision tied more closely to their sense of reality and regular experiences
----

Although trainers begin their journey at a given shrine and its respective mental state a person's mind can be a transient and ever wandering thing. Thus although one may start in one zone it is entirely possible for nodes or pockets of any of the above dream types can appear in any other.

This can take the form of an idyllic forest in a Sweet Dream having a darkened and twisted path appear within it as an option for the trainer to enter a Nightmare state or a strangely grounded door leading from there to a Normal Dream, so and so forth. Warning, although updators may provide options for these transitions it is advised to let the trainer decide whether or not they wish to change mindstate.

Additionally, all rewards and catches done in the trainer's dream/vision will appear next to them at the shrine they started at as their journey progresses.
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Old 08-02-2021, 05:43 AM   #3
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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 have long laid 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 grand ziggurat 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 led to explorers frequently entering these sacred ruins, though their expeditions oft meet 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.
(Note: Shadow Pokemon can appear in this zone.)

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.
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Old 08-08-2021, 06:43 PM   #4
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The Djinn's Archives
Lost Library of Goldenridge's Heartland


Millenia ago, the people of a long forgotten kingdom came to worship an ancient and powerful being, capable of granting wishes and desires to those who showed proper respect, and over the duration of two decades the great city of Petraurum rose. For centuries Its people thrived and the lands around it grew fertile, and every passing of the moon the people would host festivities and pay tribute to their great benefactor, who stood tall at the heart of the city, gracing Its people with fortune and favour. As time went on, however, the great benefactor took heed of a change in Their patrons, a change that affected Them deeply. The people grew avaricious, and sought more and more while offering less and less. The nobles, once proud to rule their people, had became manipulative and tyrannical.

All came to a head when those in control demanded more, and sought to take the ancient's power for their own, and hatched a foul plan. Paying off a fiendish merchant, the noble houses brought forth a cursed urn and with their beasts of war assaulted the ancient, who for all Their might was taken by surprise. As They battled, They came to know the sins of those who rose against Them, and in intense anger at the greed, called forth Their powers to summon a vast cloud of ash to fall upon the city, burying Petraurum in its depths and snuffing out the rebellion once and for all. Embittered, the ancient one sought to find the source of this greed, and in doing so ended up entranced by the sin. Within the next two years, It had amassed immense wealth, with none standing in Their way, and feared by Their former subjects who fled, the ancient one had earned a name.

Hyun-pa, the Jinn.


Hyun-pa would ravage the lands for more than a century before the descendants of the one noble family who sought no part in the rebellion confronted them, and pleaded for the Jinn to look upon their works and see what they had wrought. According to tales, Hyun-pa would gaze upon Their masses of wealth and in a moment of epiphany, would realise that none of it mattered. In the blink of an eye, tons of gold and other valuables would vanish, and Hyun-pa would weep, for it was then that They realised the source of said greed was deep in the hearts of humans. The descendants however would offer the last vestiges of their own wealth to the stricken Jinn, stating that in spite of the nature of humanity to be selfish, they were capable of compassion and generosity. Hyun-pa would decline their offerings, however, and taking the cursed urn, would ask of the people to seal Their greed within, so as to not trouble the world anymore.

For the next millenium, all would remain silent, and yet Hyun-pa, in Their prison bottle, would not remain laden with guilt over Their actions. Rather, They would seek to make amends somehow, and on reflection would discover what it was They truly wished for: knowledge. Released, the Jinn would reform, and gathering what was left of Petraurum would sculpt a vast repository of knowledge in a clearing, before using Their powers over space and time to transport Their creation to another dimension, where They would not be disturbed as They toiled to fill the shelves. The void left over however retained much wealth and over the years would see many hands take it, culminating in the creation of Goldenridge City.

Following a return to order in the wake of a localised civil war, under conditional oath the Marshals of the city and Gabriella 'Piper' Kalsdottir, a distant descendant of the nobility, would venture into the bastion at the heart of the city and would discover an ornate gateway. By the terms, the team would extract the gateway and restore it, and through research would open a portal to the repository once more. Gabriella would meet with her ancestor's benefactor, and as penance for her part in the war has sworn to work with Hyun-pa to complete their works.

So it was that the repository was opened to public, under the title of the Djinn's Archives, where Hyun-pa, known today as Hoopa, resides with several archivists to record the world's works. Many trainers are welcome to peruse the archives, and the mythical pokemon's great powers allow for visitors to enjoy an in-depth experience to the books. Using Their portal powers and the natural magical energy of the archives, trainers can enter a physical manifestation of the many books within and experience an adventure that quite literally is written to their tastes. That said, with any library there are certain departments and categories of works which visitors may peruse.


Reception and Recreation (reply in linen)

The crux of any adventurer's journey through the archives, the main reception chamber is a vast hall with a number of seats for casual visitors to browse the library's contents, and more often than not is where Gabriella, the Prime Archivist, and Hyun-pa, Director of Their Namesake, can be found. Always interested in hearing stories, the reception area is floored with unbreakable glass through which one can gaze upon an endless sea of pages, swirling from nowhere and upwards into the archives to become books, and trainers who wish for a relaxed time can ask the patrons if there's any work to be done. After all, the archives are far from complete, and any small token of assistance is appreciated.


Department of World History (reply in burlywood)

Much can be said of the world we live in, both the good and the bad, and it was this aspect of the world's history that the Djinn looked for first. Within this well-kept and vintage department, with mahogany carvings and the scent of pine, lies books pertaining to the lives and happenings of the world's people and nations, with autobiographies and eyewitness accounts of famous events lining the shelves. The patron of this department, Ria, is a prim and proper Sigilyph who is not one for silliness, yet the Chrono Archivist is certainly keen to allow people to peruse the books. For trainers who want to experience history as it happened, there can be no greater haven.


Department of Literature and Fiction (reply in saddlebrown)

It is not just the true stories that piqued Hyun-pa's interest, but the stories created by authors as well. Sequestered above World History, Literature and Fiction expresses the creative minds of countless individuals, with famous and obscure titles everywhere, fairy tales standing in the same room as great sagas and simple drabbles and poems nestled with exotic novellas and works too risque for younger readers. Much to form, the Whimsical Archivist, Nimmi the Aromatisse wanders carefree, pointing visitors in random directions to whatever she feels fits them. Trainers who want a fanciful, unpredictable journey would be at home on this floor of the archives.


Department of Arts and Crafts (reply in lawngreen)

Not all books accumulated by the Director are word-laden tomes. Many of them are filled with the visual imaginations of people and pokemon alike, and these are located in the domain of Elole, a Cinccino bearing the title of Creative Archivist. Contrasting to the prior floors, Arts and Crafts is a kaleidoscopic afrenzy upon the senses, colours and shapes situated everywhere, and the works within feature all sorts of artwork, from painting and drawings to sculptures and installations modern and classic and even music, all unique in its own way. Trainers with a taste for a bombastic display of an adventure can choose to spend some time here.


Department of Technical and Scientific Studies (reply in steelblue)

By all standards, discoveries of technology and the nature of science itself in the past few centuries would fill a library in their own right, and it is no surprise then that Hyun-pa took vested interest in what humans had created. This department, as expected, is more an extensive laboratory than a repository for knowledge, with sturdy and practical benches and tables with little cushioning surrounded by whitewashed bookshelves littered with tomes ranging from chemistry and physics to mechanical works and records of inventions over the years, and Ibra, Beheyeem patron and Engineered Archivist will treat all visitors as carefully as they treat their ward. Trainers who would like a technically based story would be welcome to utilise the books located here, though some have been advised as rumours tell that some of the tomes here are of future creations.


Department of Tongues and Philosophies (reply in firebrick)

Located at the back of the archives, the concept of languages has been strongly discussed even from the mythical Tower of Babel, and often lands hand in hand with the realm of philosophy. Within this dark corner of the Djinn's home, indescribable volumes tower over the desks, each book inlaid with gold and worth a fortune in their own right, yet as one wanders the halls the whisperings of a thousand languages will draw them, while deep thought processes and ideologies will detract one from their own train, and the Silent Archivist, Tarius the Bisharp will naturally be able to read the hearts of trainers over the course of centuries of experience. Trainers with a desire to face their inner selves will invariably find themselves drawn, and may find out something they didn't realise lay deep down.


Department of Mythology and Religion (reply in teal)

As many discuss, Arceus with Their Thousand Arms created the world in which we live in. As many more would discuss, it was Mew who forged the world from the dreams of sleeping stars. Others yet would bring up the squabbles of Land and Sea. All these tales and thoughts are privy in this crystalline cathedral at the crown of the archives, with bibles and other religious texts delicately nestled within their own private quarters. Nearby, endless shelves of folklore and legends reside, as unknown to truth as the sermons of the religious, governed by the faithless Sesci, a Runerigus with the title of Sacred Archivist, who follows no god but Hyun-pa. Trainers who would like a divine journey would do well to ask Sesci on a subject to study.


Upon choosing a book, through the magic of the archives trainers will literally find themselves inside the tome, and must complete the events of said book to leave with any rewards. While the magic of the archives prevents pokemon from being captured within the library itself, the worlds of each book are outwith this jurisdiction and captures are available within these books. Each adventurer may be offered a number of books at the updator's discretion, and are tailored to the freedom of the updator. Each adventure in this zone is designed to be short, to assist in the intention of the zone as a training ground for ZAs.
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Old 08-09-2021, 10:58 PM   #5
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The Ethereal Peak
The Mystical Mountain Zone

Located in Fizzytopia's colder northern reaches, The Ethereal Peak is a large, challenging mountain shrouded in mystery and legend. The paths are perilous, but the views and discoveries to be had are, according to those who have made safe ventures, worth the effort. Less-experienced climbers are recommended to take the main path, though more experienced adventurers may find an alternate route more rewarding. The view from the peak is said to be truly magnificent, but the things climbers encounter along the way seem to be different, not only for every person, but for each visit a person makes. Those who live nearby wonder if the mountain might possess some kind of strange power. After all, the dangers are very much real and ever-present. Many have set foot on this mountain unprepared, over many years. Few such travelers have returned, and many of their warnings seem ridiculous or fantastical-restless spirits, unsettling mirages, otherworldly creatures...just what is the truth of this mysterious mountain? What will you discover, setting foot upon it?

Areas:


Misty Foothills (Please reply in Aquamarine):
The lands which surround the Ethereal Peak consist of lush-forested, low foothills, ensconced in a light, airy mist that never seems to fade. Despite this, the forests and plants of the area are actually quite hearty and vibrant, and many a nature trail winds through the woods around each face, eventually leading back to the surrounding villages. Many locals and travelers alike flock to the area in springtime or fall to watch bright flower petals or vibrant autumn leaves float through the misty air, creating a truly captivating sight. Predictably, the area plays hosts to vast numbers of Grass and Fairy Type Pokemon, as well as a few Flying-types which roost in the canopies. Though, reckless and unwary travelers may find themselves turned around and lost, as the mists around them grow thick and dark. These shadowy mists play host to Ghost-types, as well as more sinister creatures.


Crystal Caverns (Please reply in Violet):
Near the far north face of the mountain, a large cave entrance leads into a shallow network of tunnels. Mosses coat the ground, vines hang from the ceilings, and purple crystals pock the walls, emitting a soft glow that only barely illuminated the path forward. Small rivulets of water run in from the entrance, and more water still seeps in from the ceilings, dripping to the ground below. The tunnels lead to a vast underground lake, beneath the surface of which a huge number of the glowing crystals lie, with more still growing from the ceilings. Between the reflection of the lake ceiling and the crystals beneath the water, it's truly a breathtaking sight. The tunnels then lead to the eastern face, where spelunkers re-emerge from the ground. Rock and Water-type Pokémon make their homes here, as well as those drawn by the beauty of the crystals, or the serene, dark calm of the tunnels.


Base Camp (Please reply in Silver):
The sheer height of the Ethereal Peak makes it a poor idea to even attempt to climb too much of it at once. On the lower slopes of each face of the mountain, a base camp has been established, operated in tandem by local climbers and Pokemon Rangers. It is here that travelers hoping to attempt a serious climb both find a guide for the journey ahead, and return to spend their nights as they acclimatize to the thin air of the higher parts of the mountain. As they say-"climb high, sleep low." Of course, many casual hikers and backpackers choose merely to travel along these low slopes, returning to the nearest base camp once the night begins to fall. Pokémon Rangers patrol these grounds, ensuring the safety of travelers and of the environment and wildlife. Gondolas operate from each base camp to bring acclimating climbers back from higher parts of the mountain, and send them back on their way in the morning. Each of these checkpoints exists on each face, though the main path up the mountain begins from the southern camp. Rock and Fighting-type Pokémon most commonly populate this area, the latter mostly being youngsters not yet ready to train at higher elevations.


Trailhead Memorial (Please reply in Steelblue):
The slopes above the base camps are quite rocky and rough. The main trail climbs sharply upwards and makes for the eastern face. In fact, this leg of the climb comes close to covering the most vertical distance, reaching the first of the checkpoints at its end, each bearing a small camp, a gondola station, and a memorial for those climbers who never returned from the mountain. After all, many who have challenged the Ethereal Peak's slopes have failed to return, be it from foolhardiness or misfortune. Rock and Ghost-type Pokémon most commonly populate this area, the latter perhaps drawn by the somber air of the memorials.


Flurry Spurs (Please reply in Snow):
The second leg of the climb past the base camp brings climbers closer to the snow line of the mountain. As such, patches of snow begin to dot the ground, though many melt away in the midst of summer. The air begins to feel a bit thinner, though a day trip to this elevation from the ground is hardly out of the question. Climbers and day trippers alike, however, are recommended to bundle up properly-the mountain hardly gets any warmer from here. The main path reaches its way around to the northern face, reaching over steep, difficult spurs in the rock. The checkpoints at this level are little more than gondola stations-most who arrive here are bound for base camp for the night as they acclimatize for the rest of the journey. The Rock-type population begins to dwindle from here on out. Ice types may show their face, save perhaps for the summers. Some more experienced Fighting-types and some Psychic-types can be found here, honing their focus and abilities.


Advance Camp (Please reply in Powderblue):
The third leg past the base camps brings climbers to the snow line of the mountain proper. From here, at least a dusting of snow covers the ground constantly, and proper footwear is a must in order to ensure one's safety along the treacherous paths, especially in the icy winters. Those wishing to bring Steel-types this high should take care to avoid skin contact with the metal of their partners' bodies. Pokémon ill-suited for the cold will grow uncomfortable if brought out for extended periods of time, while Ice-types or other Pokémon adapted to cold environments will be more energetic. The main path meanders to the western face. The advance camp at the end of the trails is a bustling place, populated by those just arriving from the hike up, and those making camp to acclimatize for the journey ahead. While gondolas from the base do come this high, the air is too thin past here for day trippers to go any higher. Those wishing to press any further should first acclimatize themselves to the thin air to ensure their safety. Ice-types heavily populate this area, though the odd Fighting or Psychic-type also comes here to train, though any such Pokemon this high up are sure to be quite tough.


Mysterious Ruins (Please reply in Slategray):
As climbers pass the advance camp, it's not long before the remains of a massive, ancient structure become visible. Whatever this ruin once was, be it fortress, castle, or temple, it seems that no path up the mountain can completely eschew it. While the main path keeps to the outsides as it meanders back to the southern face, it's entirely possible to venture deeper inside and climb higher from within. While these paths offer some shelter from the snow, the cold persists throughout, and functioning traps are rumored to still exist in the crumbling halls. On top of it all, rumors fly that deep inside, a deeply sinister air hangs about the place, entangling those fool enough to wander into its clutches. Ice and Psychic-types populate the outsides, while Ghost and Dark-types primarily reside within the walls, alongside those with darkened hearts.


The Summit (Please reply in Lightcyan):
The final stretch of the journey to the peak is incredibly challenging, and proper equipment and preparation is an absolute must. Even the main path, proceeding steadily up the southern face, is fraught with dangers. Deep snow covers everything in sight, with ice often lurking below. The air is very thin, rendering it all the more important to move quickly in order to successfully reach the peak. The winds that blow are bitingly cold, with any exposed skin at risk of becoming frostbitten. Tough and territorial Ice-types live at this elevation, rendering a tough team a must. Still, at the end of it all lies the very top of the mountain. Those who make a successful trip to the summit tie small flags to whatever they can there. These flag usually hear the climbers name, or a symbol which represents them, forever leaving their mark on the mountain. Still, one shouldn't tarry here overlong-with no gondolas coming this high, it becomes imperative to return to the lower checkpoints before nightfall.


Heart of the Mountain (Please reply in Orangered):
The Heart of the Mountain is a place spoken of entirely in whispered rumors, campfire stories, and legends. The stories of those who claim to have been to the Heart conflict as to where the entrance is found, leaving the locals to speculate that the Heart reveals itself to those it deems worthy. The Heart itself is a treacherous place, said to lead far enough into the mountain for magma to appear. Regardless of the conflicting and murky tales of this place, one thing about the Heart is for certain: it will push the skills and resolve of those who enter it to the limit, and those who triumph will find the greatest of treasures in its deepest reaches.


-----------------------------------

(Whew, what a write up! So, if you hadn't caught on already, The Ethereal Peak is inspired by Celeste Mountain from, well, Celeste. The idea of the main path is a way for the areas of the mountain itself to be adaptable to the difficulty the adventurer wishes, and the gondola system exists to keep the whole thing from being overly linear, while still leaving the upper parts of the mountain as requiring a proper trip of at least some kind to acclimatize, as would be necessary when climbing a very tall mountain in real life, thus allowing updators new and old to practice on adventures of all lengths. Nevertheless, much like it's inspiration, the Ethereal Peak should adapt itself and the obstacles it places before an adventurer to fit both the character and what they are seeking from the adventure. A mere day trip around the base camps shouldn't be too challenging in the grand scheme of things, but a full climb can absolutely be used as an opportunity for a character to develop personally, especially if the adventuring player so wishes. It's okay if one character's true adventure might seem like a complete fabrication to a different player character-that sort of folklore is part of the zone's character, and should be encouraged!)
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Old 08-21-2021, 10:56 PM   #6
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Zone Submissions are now closed!


It is now time to vote for the training zone for Fizzy Bubbles. Please PM Lil'twick, Prof. Enigma, and Sneaze your votes. Please rank your votes from 1-4, with 1 being your most wanted choice and so on so forth. This will be held as a run-off election, which is detailed below.

If a candidate receives more than half of the first choices in races where voters elect one winner, that candidate wins, just like in a single-choice election. However, if there is no majority winner after counting first choices, the race is decided by an "instant runoff." The candidate with the fewest votes is eliminated, and voters who picked that candidate as ‘number 1’ will have their votes count for their next choice. This process continues until there’s a majority winner or a candidate won with more than half of the vote.

Voting will end on August 28th, 11:59 PM GMT. The Winner will be announced on September 1st, 12:01 AM GMT, at which the winner may post their zone
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Last edited by Prof.Enigma; 08-28-2021 at 07:11 PM. Reason: Fixing a minor mistake
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Old 08-28-2021, 07:13 PM   #7
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Zone Election voting is now closed, The Winner will be announced on September 1st, 12:01 AM GMT, at which the winner may post their zone
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Old 08-31-2021, 07:08 PM   #8
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Righto, Today we announce the winner of the August 2021 Training Zone Elections!

Drum roll, please............................................ .....................


And the Winner of the Election is Raves and The Djinn's Archives!

The Djinn's Archives will be going up live momentarily, However,We would like to personally thank all who nominated zones and all who voted.

Thank you guys very much!
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