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Voltage Places

Page history last edited by Marshmallow 4 years, 10 months ago

Malachite City

An agricultural and military powerhouse (compared to nearby towns, at least). The partially-walled city boasts an Academy, Temple, and Library, among other welcome trappings of civilization. Elise, Cameron, and Canis' home town. 


Malachite Noble's Quarters

Those of you who aren't staying somewhere in the Academy's dormitories likely have a place to sleep here, nestled deep within the habitated portion of the city. Though none of the occupied homes in Malachite could be called shabby, the buildings here are particularly well-appointed, and have been repaired professionally to be quite comfy and spacious abodes.


Royal Institute of Pokemon Training and Warfare, aka "The Academy"

The former military academy of Malachite. Nowadays its a shadow, albeit a promising one, of its former prestige. Boasting far more open courtyards, training classes, and auditoriums than its current enrollment and staff would warrant, it's child's play to find an empty room to privately peruse an elderly text from its modest library or engage in some high-spirited Pokemon battles with a fellow student or alumnus. Having the Pokemon Temple just down the street is a major bonus. 


The Library

A once grand location. Dusty tomes line the walls, half destroyed and and many others out of reach, untouched for years. The inhabited part of the library is considerably less disheveled, an ancient library catalog sits behind the front desk. Cameron's sister, Gwen, and the Lopunny work here.


The Pokemon Temple

Malachite's friendly local place of healing and peace, uniformly familiar to anyone who's had a Pokemon in need of reviving there. The ancient stone edifice bears within it the trickling sounds of myriad fountains and the rush of gentle breezes through its open corridors. Unlike the other structures in the city, the floor is carpeted with living grass, maintained in good health by a Gloom and her Oddish offspring when the Malachite's crops don't require their attention. A few, barefoot and loosely robed monks dwell within the imposing building, dispensing wisdom, advice, and, of course, aiding in the recovery of Pokemon who've been badly injured. 

    • Hall of Shadows (Dark Types)
    • Labyrinthine Crypt (Ghost Types)
      • Exorcised Cavern
    • Hall of Flames (Fire Types)
    • The Apiary (Bug Types)
    • Floral Garden (Grass Types)
    • Sequestered Blight (Poison Types) 
    • Pleasant Onsen (Water Types)
    • Rooftop Aviary (Flying Types)


The Marketplace

The somewhat anemic center of trade and barter for Malachite. Though goods beyond the most basic supplies are difficult to find due to the lack of regional trade and travel, various foodstuff of all kinds are in excessive supply thanks to Malachite City's superb agriculture and the plentiful forage and hunting opportunities afforded to those willing to brave the nearby Malachite Forest. 


Wild Malachite

The abandoned sections of the City, separated from the inhabited southern portions by a makeshift wall of rubble. The houses in these areas lay in ruin, looted, scavenged, and left to the elements over the last twenty years. The area is wild enough that a few, hardy animals and Pokemon make their homes here. Rattata in particular are a recurring pest that the Students of the Academy are often tasked with driving away, lest they begin stealing food or weakening Malachite's defenses with their incessant tunneling. 


West Wall (of Malachite)

The section Prof. Bossan and the PCs explored after an alarm was raised after graduation. A group of aggressive skirmishers and knights with Pokemon was encountered and defeated, and a traveling woman and young boy were rescued.



Malachite Forest

A deep, verdant forest to the north of Malachite, marred by deep, blackened scars of char and ash said to be the aftermath of desperate battles long forgotten. The woodland is well known for easy foraging, and its abundant supply of flora and fauna, including the occasional Grass or Bug Pokemon and rarely seen, but disconcerting, Fire Types. Local superstition says to stay well clear of the many patches of dead, fire-scorched earth, where nothing living can be found even to this day.  The Lord of the Forest and Amaranth, its servant, live here.


The Scar

The cracked ground is bare of plant life, and large, jagged rocks jut from the earth, in some places forming small hills, cliffs, and plateaus, and even piles that look suspiciously like cairns, all providing cover and limiting visibility of the barren landscape. The thick, acrid stench of soot hangs heavy in the air, and the atmosphere is blisteringly hot and dry. Fine particulates of dust hang in the air along with faint traces of black, oily smoke, stirred from the parched ground by a faint breeze that whistles through the standing stones. It's quite easy to see why these places are referred to as "scars". 


Battlesend Town

A small town founded in a pleasant, wooded area shortly after the end of the war by a military platoon separated from its home empire. Ruled by the Demaské family. Catarine's home town.


The Path to Slate

A meager, meandering path leading first through the limited farmland Malachite maintains outside the city walls, and then through the forested plains south of Malachite to where the small village of Slate dwells. At least, if the irregular trader or traveler is to be trusted. Widely considered the safest area to go if one simply must leave the protection of Malachite's walls, the only Pokemon seen with any frequency in the area tend to either be small and rodent-ish like the Sentret, or at least relatively harmless like the common Pidgey.


Slate Town

A rather innocuous, coast-hugging village south of Malachite. Approximately 1 day's travel from Malachite. Leander's home town.


Hero's Road

West of Malachite, the open plains are crowded in by the encroaching sea and mountain to provide a precarious path into the unknown. Once a popular trading route, if you were to carefully and laboriously clear away the brush and shrubs, you might eventually find the remnants of a well-paved road, left to be lost and overgrown. Beyond disoriented or wandering Malachite Forest natives, the ubiquitous Rattata, and migratory Spearow are common Pokemon here, as well as varying species of Water Types if one explores the beach. 


Amethyst Plateau

An ancient trade hub and choke-point to the west of Malachite, briefly mentioned in an atlas. Approximately a week to a week-and-a-half travel from Malachite, via Hero's Road. Considered sacred ground by the Prismatic Cultists, to trespass is to invite lethal reprisal.


Sloe Town

A small town described as being "very far" to the west of Malachite, past the Amethyst Plateau. Arielle and Kenneth's home town.


Cremini Village

An easterly, riverside rest-stop between Malachite City and Quartz Town. Approximately 3 day's travel from both. The huts are small and simple, but well-made. From the looks of careful deconstruction in the larger wooden buildings, it seems likely wood has been scavenged from the pre-existing buildings to build the huts, and for other uses. Interesting, considering how close the Town is to Malachite Forest and the ample lumber to be found therein. Several fields lie outside the Town, though it doesn't look like they could possibly yield much, especially since fishing can no longer provide fertilizer for whatever crops the townspeople are growing, thanks to the polluted river.


The Inn

The largest, and most complete, of the older wooden buildings. It has seen the least scavenging for building materials, and looks much like it must have twenty years ago when Cremini Town still solicited the occasional traveler and trader. Conveniently for the Malachite Trainers and Alice, even though two families are currently in residence, there are still three large rooms left vacant.


Polluted River

Dark, sluggish, and foul-smelling, like rotting garbage, the river passes by the north-east edge of Cremini Town. Its banks are only slightly sloped. The ground near it is blighted, and any nearby vegetation is dead, or dying. A few fishing nets, and flat bottomed, raft-like boats are nearby, but clearly haven't been used in a few months. 



Mt. Meteo

The base of the mountain, just outside of New Quartz, is a rocky, steeply hilled area. Small ravines and crevices criss-cross the terrain, cut through the soft stone by torrents of rainwater and possibly the melting of a large glacier in the distant past. Huge boulders scattered here and there, and examples of hardy bushes and stunted trees growing in the gravelly dirt further increase the amount of cover afforded. Many Rock and Ground types make their homes here, as well as a few odder Pokemon like Jigglypuff. Though the meteorites that gave Mt. Meteo its name tend to fall on the higher reaches of the mountain range, a few still manage to land here every once in a while, leading to a small but stable scattering of Steel types.


New Quartz Town

Nestled in a small valley between sheer, cliff walls and guarded by a slight incline littered with twisting paths and blockades, Quartz is a cramped but well-defended town. Built up against the base of Mt. Meteo, and populated by the descendants of the chemists and mercenaries of the original, abandoned Quartz, the easy access to ores and rare minerals has given the town a thriving forging and fabricating district, as well as a few self-professed natural philosophers interested in putting their intellect towards more arcane pursuits.


Cliffside Homes

Pressed for space to expand, many of the more well-off members of the town have begun expanding upwards, building along and across the cliff face itself. Such fashionably airy abodes are connected by walkways, ladders, and even a few primitive lifts, powered by the flow of spring water beneath the mountain.

    • Rickenbacker Residence
    • Inuyagi Residence 



The cramped, distressingly smelly shantytown-esque residential area near the wall, filled with twisting alleys and closely-spaced huts and buildings.

    • The Treasure Hound Tavern - Local Inuyagi Clan hideout/watering hole


Artificers' District

A much cleaner, open version of the slums to the south. The air has a thick, chemical smell to it, and is filled with the varied sounds of busy minds engaging in busier work. Many of the houses here have a certain "workshop" look to them, their front placards proudly announcing the ingenious cleverness of their inhabitants in matters of chemicals, metalworking, and natural sciences. 

    • Fireworks Shop


Farming Terraces

Outside the town, wherever the steep ground could be cleared into something resembling flatness, crops have been planted. Fruiting vines supported by wooden trellises and small gardens watered by crystal clear, spring water streams emerging from the mountain. These various streams flow together, joining into a single river that passes under the east wall.

    • Currently expanded due to Lord of the Forest Influence 


The Foundry

This metalworkers and smiths' district extends partially into the ground level caves of the valley, and the air is brightly lit by glowing metal and the flying sparks of smiths laboriously beating metal into shape. A fair amount of weapons, armor, and tools are made here, but there seems to be an equal amount of more unusual, unique looking designs being worked on. 


Meteo Caves

The smallest ones serve as homes or working quarters, the larger ones are expanded into mines for extracting the raw materials of industry, and the largest of all are closed off to all but the bravest of explorers, their twisting, unmapped tunnels and caverns inhabited by strange and aggressive Pokemon. One cavern and tunnel system in particular is well known for its fungal gardens, and their attendant swarms of mushroom-loving Pokemon. A very odd priesthood has arisen here, its members braving the spore-laden atmosphere and risking their health to venerate the cavern's occupants.

    • Spore Cave
    • Secret Base Cave
    • Fossil Cavern 


Dumping Ground

New Quartz's trash, mining, smelting, and forging leftovers, and even the occasional failed chemistry experiment or fabrication mistake is thrown outside the east wall of the town, leading to a few growing hills of sludge-y, disgusting refuse. The spring water that flows out of the mountains and through the town eventually ends up here as well, growing horrendously tainted before sluggishly flowing southwards towards Malachite Forest. Some enterprising Pokemon have made this polluted area their home, and they are said to be rather friendly towards human visitors. This characteristic can actually be quite unfortunate to the unwary Trainer, considering the incredible toxicity of your average Trubbish or Grimer.

    • Currently washed far away downriver by the flooding of New Quartz in the battle against the Lord of Magma, Heatran.


Old Quartz Town

Flooded and abandoned after a coordinated attack by the Prismatic Cultists five years ago. The survivors founded New Quartz Town at the base of Mt. Meteo, to the east.


Nameless Cave (~???~)

A mysterious area deep below Mt. Meteo, it's possibly not even a real location, but instead merely a very persistent and geographically stable dream.  A luxurious and well-appointed set of rooms and corridors, the setting for a never-ending masquerade filled with dreamlike vestiges of humanity who drink, dance, and gossip about events decades past. Ultimately discovered to be the lair of the Legendary Pokemon, Cresselia, Lady of Dreams who presides over the cavern's party in the guise of a masked noblewoman. It may have something to do with a place called "Citrine".


Cobalt Springs

The land beyond Mt. Meteo, to the east of New Quartz. A sprawling meadow littered with meandering streams and rivers, and squat, curiously regular cliffs. In addition to the expected Water Types, the region is known for its many Electric Types, which are the preferred Pokemon to train for the local inhabitants, as well as a healthy variety of Normal and Flying Types. Human natives have organized themselves into a variety of far-flung homesteads that serve as home bases for a number of roving families, a place for gardens, storage, and resting livestock herds in between bouts of hunting and gathering, and the ubiquitous raids on their neighbors.

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