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baymods ([personal profile] baymods) wrote2024-12-20 01:21 pm

LOCATIONS


⋆✩ locations ✩⋆


LOCATIONS



BOTTLECAP BAY is nestled on the edge of a western facing ocean, where dense trees and steep cliffs make this crescent shaped inlet the only possible point of entry along this coast of the continent. This bay city holds an assortment of buildings made from wood and stone, all clearly designed for and built by Pokemon themselves. Because of the variety of Pokemon involved in helping the city grow, the architecture holds a variety of influences that mesh together surprisingly well, with designs that account for Pokemon of all sizes. Because of this, doorways are often quite large, or buildings may have secondary back doors for larger Pokemon, or even forego doors entirely for a large archway.

Pathways are generally paved with cobblestone to help with claw growth, though dirt paths are more common along the city outskirts where construction has yet to reach. Buildings generally have bases of stone or brick, building up into wood when taller, and the streets or paths connecting buildings are wide enough to be comfortable, but as compact as possible to account for the need of the population. The focal point at the center of the city is the Questboard, built right into a town center that's raised slightly above the rest, accessible by ramps and stairs of stone. Outside of that, the twisting and various branching pathways show that the city, while planned, is one that continues to grow, and needs constant expansion, so it's not exactly cookie-cutter in appearance.

During the day, the city always feels busy, with Pokemon gathering to chat and obtain food from the local bakeries and markets, and mail Pokemon (usually flying types) delivering letters sent from the day previous. At night, Tadbulbs light the pathways in shifts, water Pokemon clean the streets and Muk and Garbodor take care of any waste for the day. Every Pokemon has a purpose, but there's no sense of overwork or disdain for the system at play here— despite no firm leadership outside of the guilds, the city seems happy. Please note that this locations list is of any notable landmarks, and that places such as bakeries, clothing shops, or other day-to-day necessities that exist in plenty will not be listed here, but can be assumed, named, referenced, given NPCs, and anything else to add flavor to the city!





INSIDE CITY LIMITS


THE COAST ⟡ The coast extends in the shape of a crescent, with its northernmost point being sheer, dramatic cliffs, the centermost area providing the perfect spot for the well-crafted wooden docks, and the southernmost curve giving way to wide spreads of sand that eventually disappear into the dense forest. The seas are unpredictable, with large storms occasionally appearing out of nowhere and battering the coast, but the cliffs and incline of the sand itself prevents any flooding from occurring deeper into the city.






THE SPIRE ⟡ Home to the Defenders Guild, the Oran Berries, this northernmost point of Bottlecap Bay acts as both a symbolic and functional hub of the hardest working Pokemon in the city. Perched along the rocky cliffs, the Spire's design melds perfectly with the natural layout of the water and wind carved cliffs. From the outside, only a single imposing structure at the top is visible— a grand hall that serves as a meeting place for the Oran Berries and a symbol of their collective effort. Labyrinthine tunnels connect this hall into the rooms carved into the cliffs below, with each lower level spreading out further. Though these levels aren't always completely flat, the structure can be imagined like a pyramid, with the upper levels being the least expansive, and the lowest levels and the mines being the widest spreading. Space is optimized in the Spire to ensure that every corner serves a purpose. From the tops of the cliffs to the lowest mines beneath the city, here are the levels:

ORAN BERRY MAIN BUILDING
    On top of the cliffs, only decently sized stone building is visible above ground. This is where the Oran Berries showcase their achievements and meet prospective new recruits. Despite being visible across the city due to its height, this building is the most humble of all of the guild bases. It's constructed similarly to many of the buildings in town, and has no statues or decorations on the outside. Indoors, it's clean and minimal, displaying ribbons, awards, mementos from the fallen, and little else. One single tunnel leads down to the next level in a wide spiral, acting as the only entrance and exit to the guild proper.

DINING HALL, MIGHTYENA'S OFFICE, SUPPLY ROOMS
    The dining hall is down the first branch to the right side. Meals are provided by the guild in the dining hall at set times, and Pokemon are expected to arrive and eat together communally if they want a share. While those who are ranked higher will be promised more servings, the goal of the guild is to not let any of their lower ranks go hungry, no matter their mistakes. Because of this, higher ranked members and the guild leader herself often step in to provide food for the lower ranked members when necessary. This large space has long tables, separated lounging areas, and a variety of seating to account for Pokemon of all types, including wading pools. Back out of this hallway, the other branch leads to Mightyena's office, which is a small, modest room that often remains unoccupied and locked, and a few separated and locked supply rooms of higher quality materials. Continuing down this tunnel slopes into the lower levels, with options to climb via ladder or continue along stone slopes.

TRAINING ROOMS, WORKSHOPS, SUPPLY ROOMS
    This low within the base, the tunnels can become a little disorienting, and many new recruits become easily lost. Training rooms take up about half of the distance of this floor, each of them focusing on different talents. Pokemon help operate these rooms and occasionally shift the scenery within them, as they are massive and meant to challenge. The other half of this level is alternating supply rooms of more common materials, and workshops where Pokemon craft whatever is needed by the city. Bricks for buildings, stones for paths, tools, etc. There are multiple paths downward but only the one sloped path upward, making it even harder to get out. This is a defense mechanism more than anything, as any invaders will have a hard time navigating without a map. Unfortunately, this means the newbies have to suffer a little, too.

HOUSING (HIGH, MID, LOW)
    While Housing will always accommodate for as many types of Pokemon as possible (large, small, different types, etc), there is a hierarchy within the guild system that allows Pokemon who earn more points from quests to reach a higher "tier" in Member Ranking, and be awarded more luxuries and comfort because of that. Each guild has their own way of handling this. For the Oran Berries, this is roughly what you can expect.

    Low Tier housing is fully communal, with a minimum of 4 Pokemon per den, and a maximum of up to 8! Essentially, these rooms are just beds, small and cramped as possible, lined up— and beds must be shared. The beds aren't made of very warm material, so the caves can get chilly, and at night, there's somehow a cold draft that comes through. This makes sharing all the more important. The worst part is that there are no doors on these rooms, as the cramped quarters and tendency to flooding during stormy weather means that it would be unsafe to block any exits at this level. The rooms themselves are packed in close next to one another, with walls so thin it's almost as if they're not stone at all, and the mining from below can be heard at all hours of the day and night.

    Mid Tier housing branches lower, below the high tier rooms. Characters are still communal in dens here, with 2-3 per room, but there's far more space! The rooms are fairly close to one another, but not nearly as cramped as the Low Tier rooms, with more sound proofing. Each Pokemon gets their own bed, though if one surrenders the space for the bed to share, they have that space for whatever they'd like. These rooms aren't cramped, but they aren't very spacious either, and there are no windows, meaning candlelight is your source of light if you're not a fire Pokemon. Floods can happen occasionally on the lowest of these rooms, but generally don't get higher than a few inches. The good news is, you now have a nice wooden door! A little flimsy, but it'll do.

    High Tier housing are rooms meant for the individual, though they can be shared with a partner or friend if desired. These rooms are spacious, have their own corner to set up a workshop of their choosing, and these are the only rooms with the potential to have daylight! Though they aren't actually windows, these small holes between the rocks manage to look quite nice and give the rooms lucky enough to have them more fresh air, and natural daylight. The doors are made of stone, and rather sturdy, and the walls of the room are more polished. The beds, whether made for a land or water Pokemon, are more spacious and comfortable, made of higher quality materials (or deeper water) and able to keep warmer in the cold of the caves. These rooms are also more "secluded" compared to the lower tiers, meaning it's a short walk to move between them, and you get more privacy. They're not very luxurious outside of that, and High Tier members may still be asked to share their rooms in times of emergency, thanks to the morals of guild itself. But hey, being at the top means it's way easier to get to the dining hall!

MINES
    The most expansive part of the guild, the mines spread out deep and well below the city, even below some areas of the outskirts. Tunnels have systems, but they're so expansive and similar in appearance that new Pokemon can easily become lost, so guidance is expected from older members. They're dangerous, and not meant for messing around in— some offshoots go straight out into the sea, and some walls are fragile enough that a harsh storm can knock them loose and cause flooding. Always travel with a partner, here!









THE CANOPY ⟡ Nestled deep within the towering trees at the southeastern, inland edge of Bottlecap Bay is the home of the Rangers Guild. This base is built high above the ground in a sprawling network of treehouses and platforms, maintaining perfect harmony between nature and civilization. Because the forest spreads out far, expansion is very possible, and so structures here don't crowd together or clutter the trees. They tend to blend right in, nearly impossible to see from below if not at the right angle, and the path to reach up and into the maze of rope bridges and wooden floors crossed with leaves can be difficult to find. The Canopy is well spread out and the perfect base for a view of city and wilderness alike. As for what you can find in the guild itself:

CHERI BERRY MAIN BUILDING
    Marked branches, painted or stained with subtle splashes of red, are what lead nonflying Pokemon on a grueling climb up to the base. Over time, the longterm members insist, this becomes second nature. This pathway leads them to the main building of the Cheri Berries, a large hut camouflaged from beneath with leaves, and shielded above with a roof made of dried plants. The structure, like every other structure of the guild, is wooden, with heavy influence from the surrounding forest. Interestingly, those who arrive more familiar with the plantlife might recognize that there are a variety of types of trees in this forest that, under normal circumstances, shouldn't coexist in any one climate. But here they are, thriving.

    The building itself is spacious and round, a design painted onto the wooden floors to reflect the red color of the guild's image. Aside from that and a few hanging banners, though, there are no other posted acknowledgement of the guild itself; no trophies, no awards, nothing. Instead, there's a "front desk" type area set up where at least one Pokemon will always be ready to meet any Pokemon who comes by. This is where food is distributed for the day, and Pokemon are free to come get their own servings to take back to their room at any time, as there is no communal dining hall. This building is also where Guild Meetings are held, a weekly occurrence made solely to remind Guild members of one thing— they're here to look out for the city, so they shouldn't need encouragement via awards for something as kind as that!

WATCH TOWERS
    The structures that connect main buildings or housing are known as Watch Towers. They're open to the air, often relying on the natural coverage of the leaves in the trees above them for shelter, and only having short barriers rather than full walls. Rope or vine bridges branch off from these towers in each direction, sprawling into a complex web of interconnecting buildings, platforms, huts and the like. Though all of the buildings in the Canopy are high above the ground, some of them are higher than others, granting a view of the forest or city below, depending on their location. Their natural architecture allows them to be hidden from below while not obstructing their own advantageous view. Members of the Cheri Berries often take shifts in standing watch on one of these many platforms or towers.

    Along with the structures built throughout the treetops, the trees themselves are tall and large, often pushing past the size that is normal for their species. Palm trees intermix with magnolias, conifers with oak— if they are a large, tall tree often found in forests or jungles, regardless of climate, they can be found here. There are even some trees that seem unique from any world characters might know, and some of them may hold dangers like poisonous leaves, so be careful! The branches are all sturdy and healthy, though, so the full expanse of the Canopy is available for exploration.

OFFICES
    This is just a name for the structures in place for teams to work on monitoring the forest itself, assuring that their influence is not harming the environment. Plants are sampled and efforts are made, when necessary, to restore any trees that were used in the making of buildings. Gathered berries have a portion set aside to replant, to assure that the cycle of growth continues. Everything is monitored within a specific range including the Canopy. Outside of that, further into the forest, is labeled as highly dangerous, and Pokemon from Bottlecap Bay avoid that unless on exploration missions.

HOUSING
    Aside from a few of the watch towers, Cheri Berry housing are the structures furthest out from the main building in their web formation. They are not sorted by tiers, so a high tier is just as likely to have a low tier neighbor as another high tier one, instead relying on the styling of the trees around them to determine what fits where. It all looks extremely natural, thanks to this. Still, there are differences in the structures themselves when it comes to member ranking:

    Low Tier housing consists of platforms with short walls and no rooftop, relying on the leaves above to shelter from the rain. These are round, single-room platforms— like a studio, kind of! Bedding is often made from leaves, so isn't the most comfortable, and water types will have to rely on pools supplied by the rains. While the leaves above do a decent amount at blocking some of the rain, water always drips down to the forest below, and so boards of wood can warp if not carefully kept dry or clean between storms. Despite this, each member can have their own bed, and there is additional space for taking food to eat, relaxing, or just bonding with roommates.

    Mid Tier huts are usually supported with rooftops made of dried leaves and full walls, though the windows and doors are just open air with plants to drape over as curtains. Water is still potentially a problem, but not nearly as much as the low tier homes. These huts can house 1-2 members, and consist of two rooms— one for the bedroom of however many beds, and one for dining, lounging, relaxing, or working. The beds are an upgrade, as well, made of much softer and warmer materials, and helpfully shielded by the roof above.

    High Tier housing units are fully enclosed structures that can occasionally be two levels with a ladder. These are built for 1 but allow more occupants if desired. The roof is made of the same dried leaves, but beds are larger and supported by wood frames, making them more comfortable. Multiple rooms allow for a variety of uses that can be decided by the Pokemon who resides there, though Ribombee would like to encourage everyone to think of what they can do that's most productive for the city. Windows have shutters to close fully when necessary, and there are actual wooden doors. There are also usually porches or balconies extending from the structure for outdoor space.








THE ARCHIVES ⟡ In the heart of the city, extremely close in proximity to the Questboard and the Pokeclinic, are the Archives. "The Archives" technically encapsulates the whole of the Scholars Guild's district, but can also refer to the main building, which is the one located closest to city center. From there, the housing beyond that building belong to the guild, and are therefore still part of the Archives, including the same cobblestone paths and Tadbulb lights that line the way.

LUM BERRY MAIN BUILDING
    Stone bricks make up the base and lower levels, with higher levels being constructed from beautifully designed wood and artfully chosen floral decorations. It's large and grand while blending seamlessly with the styling of the city around it. This main building is both the Lum Berries main meeting center and something of a library. This multi-story building contains all of the records that could be gathered, including everything since arrival upon this continent. These records are kept on stone tablets, and recorded and organized by members of the Lum Berry guild. Maps are also kept here, the largest displayed in the main hall as a tarp against the wall, showing Bottlecap Bay and the Canopy, with the rest marked only as Wilderness so far. In this building, there are rooms for meetings where the guild leaders often meet together, but the Lum Berries curiously rarely have any guild-wide meetings. Apparently, Polteageist prefers to meet one on one.

    Rather than using separate buildings for spaces like workshops or record keeping, the Archives have their own floors for that in the main building, taking advantage of ample space and easy access to the rest of the records. Polteageist's office takes up the entire upper floor, and they have access to the private archive room, containing some records, but no one seems to claim to know what they're about. They trust Polteageist to guard this knowledge, it seems, despite their attitude on the matter.

    The moment you enter the building, a large statue of Polteageist is the obvious centerpiece, made as a lovely fountain. The sound of water is soothing, and adds to the beautiful display of shelves and shelves of stone tablets carefully sorted and aligned, with tables and chairs set up in between. Couches and beanbags can be found in some corners, and a large main desk is manned by multiple Pokemon from the guild at all times. Potted plants and flowers bring color to the rooms with paint that accentuates the color of the Lum Berries. Meeting rooms and grand staircases are the only things splitting up these large floors.


CITY SHOPS
    Independence and competence are equally valued traits of the Lum Berries, and so their rations are provided through guild allowances given to the local shop keepers. While members of other guilds will have to barter and ration for fancier prepared food like poffins and cute little accessories, the Lum Berries are free to do what they'd like with their allowance. Funds are automatically applied with each of the vendors in the city, as Polteageist makes sure his members are well known and well taken care of.

    As for what you can choose from, there are foods prepared from all sorts of cultures, thanks to the variety of Pokemon in the city. Not all of it is berries and Pokemon snacks— Pokemon can enjoy complex dishes, too, and the lovely array of chef and baker Pokemon are here to bring your tastebuds to heaven! Bakeries smell enticing in the mornings, the smell of barbecue rides on the ocean breeze in the afternoons, and various berry juices and smoothies have recently begun to gain popularity.

    Food isn't the only thing you can spend your allowance on, either. Clothing shops carry accessories in all sorts of designs, including the standard guild colors. Buy gifts for others, or just be the most stylish in the city— whatever you'd like! There are even quaint little salons here and there if you'd like to get your new body fancied up with a nice little hairdo. Aside from that, there are gadgets, tools, furniture, and plenty of other things to be purchased. The higher your ranking within the guild, the more allowance you'll have. (Note that this number is not monitored or structured, and we leave it to player discretion.)

HOUSING
    By far the most convenient and comfortable of the housing situations, the Lum Berries have their own homes of varying styles. They're arranged along the streets of the city center, with the higher tier members closer to the Questboard and main building, and the lower tier along the outer parts to the rest of the city.

    Low Tier houses are very similar to townhomes, structured so that 2-4 people may live in one building, but each have their own space. The walls between spaces are shared, but having your own front door and porch or balcony to decorate helps self-esteem and productivity, Polteageist says, and so even the lowest members are afforded this much! There are a few rooms within each space, allowing a fireplace to cook, a bedroom for privacy, and an area to lounge or work. Plants decorate the front of each space to bring color to the streets. These homes aren't super spacious or anything, shared as they are, but they're very comfortable. After all, not just anyone can get into the Lum Berries.

    Mid Tier homes are their own space, and no longer share walls with any neighbors, though they don't have much of a yard of their own still. They have more space than the lower tier, with higher quality beds and other furniture, a nicer fireplace setup, and more lovely windows. The exteriors are a little more decorated, as well, and the insulation is notably nicer.

    High Tier houses are far more unique, as they are built or adjusted to the member's desire. Polteageist will help any member who reaches this rank build the perfect dream home, so long as it matches flawlessly with the rest of the Archives and the city itself. There should be a stone base, wood if desired on top of that, and plenty of greenery for decoration. The shape, the number of rooms, and nearly anything else are able to be discussed. OOCly, we just ask that players be reasonable with this, and try not to beat Polteageist out on their huge ego.







POKECLINIC ⟡ Otherwise known as the Pokemon Hospital. Right at the center of the city, the Pokeclinic is easily accessible for all Pokemon, and offers help to anyone that needs it! Pokeclinic requests often are seen on the questboard, and so its relationship with the local guilds is very closeknit. The Lum Berries guild directly oversees operations at the Pokeclinic, and when there are emergencies, or capacity begins to become a worry, all eyes fall on the Lum Berries guild leader to sort things out. Members of this guild also make up most of the staff. Dr. Denne, though not belonging to any one guild, has a research lab beneath the clinic itself to research the mysterious illness that is popping up recently, and quarantine rooms were just recently built by the Oran Berries guild. The need for expansion means this building is likely to grow taller as time goes on, but for the time being, it's about five stories tall, with a lovely garden right out front and the Questboard just down the path.







QUESTBOARD ⟡ The Questboard is a literal wooden board set up right in the center of the city. Simply walk up the steps or ramps from any direction to the raised town center, where an ample amount of space has been left around the board for those Pokemon wishing to view it. Quests are pinned up at 7am sharp on a daily basis, ICly. OOCly, these quests are listed out for the month in advance, and each month will show a new assortment. Quests are generally first come, first take, so crowds in the mornings are very common, and the cute little bakery situated near the Pokeclinic gets plenty of business because of it.





THE OUTSKIRTS


THE FOREST ⟡ The edges of the forest feel fairly normal, and are relatively safe to explore. As characters move further into the trees, though, the canopy becomes thick enough to obscure any light, and a smell of decaying plant matter permeates the area. While there are different dangers associated with the different regions of the forest, wild Pokemon are a constant risk, and Bottlecap Bay's citizens are discouraged from going too deep unless they are fulfilling a quest.

NORTHERN FOREST
    The Northern Forest is full of large, thick foliage that often hides wild Pokemon like Gloom, Amoongus, Grafaiai and Mankey. Character-made markers will stay in place here, but vines and plants seem to change place when they look away, and it's common for Pokemon to see motion at the edges of their vision which they aren't able to catch head-on. Mushrooms grow here that release clouds of orange spores, causing any Pokemon who inhales them to become aggressive and territorial. Deep within the forest, a previous scouting team has discovered the Forest's Heart. This is a large tree that pulses rhythmically as it pumps some sort of energy into the air around it. Anyone who approaches it will feel their heart beat in time with the pulsing, and will become dizzier the longer they stay near it.

MIDDLE FOREST
    The terrain of the Middle Forest is rough and choppy - combined with the thick fog that blankets the area, it can be difficult to travel without stumbling or falling off of cliffs that seem to appear out of nowhere. Characters may experience hallucinations, which may be brief or may be startlingly elaborate, as well as time fractures that warn them of immediate dangers. Those who spend a long time exposed to the fog will feel it creep inside of them, making them keenly aware of the parts of their Pokemon form that do not belong to them. There is a conspicuous lack of wild Pokemon here, although it is fairly common to find their bones scattered around. Deep within the forest, a previous scouting team has discovered the Eye of the Storm, a clearing where the fog and all of its effects cannot seem to reach them. This area may feel strangely familiar, to those who visit it. Once they are ready to return, the journey home feels much shorter than the way in - although this, like many other things, is an illusion.

SOUTHERN FOREST
    Travel through the Southern Forest is rife with confusion and bickering. Trail markers will change places randomly, as will identifiable landmarks. Time seems to move much slower - days will pass, and yet teams will return mere hours after leaving the city. Characters will experience conflicting memories, inconsistencies in their experiences that lead them to feel increasingly frustrated with each other. There are also many Ghost Pokemon to deal with, including Haunter, Shuppet, Phantump and Oricorio. Those who have ventured into the Southerm Forest frequently report these Ghost Pokemon trying to join in on traveling teams, or leading away one of the characters so they can take their form and replace them. It seems the only way to make them leave is to call out their trickery.







NPCs


dr. denne
An excitable Dedenne who has spent his whole life trying to learn more about different species. He's leads the hospital team of healing Pokemon and is the head of research on the mysterious illness that's begun to plague certain Pokemon. Could he be able to find a way home for characters?

???
The older of the two Grumpig brothers, he's optimistic, sunny, and outgoing. He loves socializing, and his constant desires for the ability to communicate more quickly while on missions is what began the invention of the Grumpearl network! His tail curls clockwise.

???
The younger of the two Grumpig brothers, he's reserved and comes off as grumpy, but is actually the more thoughtful and considerate of the two. Though socializing troubles him and his brother is the only one he wants to speak to, he put most of the work into making the Grumpearl functional for his sake. His tail curls counter-clockwise.

Ribombee
A Ribombee who appears soft and fuzzy, but holds a fiery temper, has blatant favoritism, and might just be a little shady. Find out more on the guild page.

Mightyena
A Mightyena known for her raw power and ferocity, but who actually holds the softest heart in Bottlecap Bay. Find out more on the guild page.

Polteageist
An infuriatingly snobby Polteageist who most only wish wasn't as smart as they think they are. Find out more on the guild page.





SUGGEST LANDMARKS

If there is a type of unique structure that you would like to see planned for Bottlecap Bay, you can suggest it here! Suggestions can be IC or OOC, but either way will take time and resources to work towards. Depending on plots in game, some structures may take priority over others, and there is no "order" for these being added. These are just for players to be able to impact the setting in some way.

Remember, this is for any important structures that are unique, like the hospital, and should not include anything like restaurants, clothing shops, or things that there would be repeat shops of. For those, you are free to create and customize them as you see fit, including having your characters run them or work at them without mod permission. For these landmark suggestions, however, as they will be more important and require more resources, we are currently asking that you have 3 players sign on to your idea in order to submit it.

Please fill out the form below if you'd like to submit a new location idea:




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