The golden desert where sandstorms rage, a trial looms, and those who cannot rise to the challenge are lost. 15 sq km or 5.79 sq mi.
The Nazibi Desert is a wide expanse of sand where a plethora of fire and ground type pokemon live. Few trainers choose to cross this desert in its entirety, because of its harsh sandstorms, quicksand, and general unfriendliness to people. Still, it's an incredible exercise and training endeavour to undertake. Plus, rumors of a trial that is supposed to reward worthy trainers may prove to be true. Maybe.
The deceptively sleepy wood that harbors immense danger 75 sq km
Time seems to stop here in this forest which is oddly clouded in a vibrant, swirling mist of pinky purple that reminds many of twilight. This cloudy fog is actually dream mist, produced by the numerous Munna and Musharna that densely populate this natural habitat. Not an incredibly large forest, it's still quite maze-like to intruders because of how dense and obscure the mist is. Since the species of Munna and Musharna feed on dreams, it's not uncommon for them to employ 'harmless' tactics, such as hypnosis, on travelers who stumble upon their turf. Those who fall asleep in the forest may be subjected to their dreams being eaten harmlessly. Though... if threatened, a pokemon may use Nightmare instead.
Stantler are also abundant here--and far more skittish than the Musharna, their horns can conjure up illusions that would confuse even the most devious of ghost pokemon. Beware-- Stantler are dangerously timid, and having a pact with the Munna and Musharna of the forest, if they feel threatened, the psychic types will come to their aid. Little to no ghost types reside here surprisingly, and that's in part due to the Stantler's normal type being immune to ghosts. The arrangement works out well here.
Be careful--the pokemon here only want to protect themselves. Try not to fall asleep or get caught in a nightmare you can't wake up from.
Mysterious underwater caverns and glimmering sands call people from all over the pokemon world.
23 && 963 sq. km, respectively
Balmy Beach is aptly named for its, well, balmy weather conditions year-round. The sand is pink in Balmy Beach due to specific microorganisms that flourish here, and even pokemon that stay here for a long amount of time can find themselves changing color.
Cape Rose is the 200 foot tall lighthouse that rises proudly over some of Balmy's rocky cliffs. This silent protector used to guide marines and pirates alike, shining her light through the inkiest of nights for those who needed help finding their way back to land, pokemon and sailors alike. Though her services are no longer necessary, Cape Rose is still a historic and cultural edifice that is proudly maintained by the local keepers.
Yucca Grand is a gigantic sinkhole, just off the coast of Balmy Beach. Circular in shape, 318 m (1,043 ft) across and 124 m (407 ft) deep, it's a complex weave of underwater caves and abundant mystery. Who knows what a trainer, or pokemon, might find? Three atolls surround Yucca Grand. Besides being intricate environments packed with biodiversity, there's some kind of legend associated with them as well...
Alifu Atoll (9.8 km sq, or 3.8 sq. miles) Located to the North of Yucca Grand, this ring shaped coral reef has the most land of the three, with cays surrounding the rim. However the atoll and these small cays are low-lying, with a maximum elevation of less than 16 ft (5m).
Musea Atoll13.71 km sq. (5.2934606 sq mi)Located to the East of the Yucca Grand, this is the largest of the atolls, and raised the highest above sea level.
Wake Atoll12 km sq. (4.6 sq mi)Located to the West of the Yucca Grand, this atoll is more on the triangular shaped side than circular, and the second largest of the three.
Catacombs and crypts, can you hear the whispers of the dead?
1 sq. km
As trainers continue after exiting from Twilight Forest and continue in the green wood, it becomes apparent that in order to get to the closest major city quickly, they have to go through No Man's Pass. A stony, solemn mountain range that boasts a number of confusing caves, No Man's Pass was named not because so many people died while trying to pass the mountain, but instead for the numerous and eerie catacombs it houses. Yes, No Man's Pass was developed in ancient times when Makhasia was still young, as subterranean passageways for religious practice. Here, pokemon and people are both buried. It is still a lingering tradition in Makhasia to send the beloved dead here. Ground, rock, and steel pokemon working together with humans made and still make this possible.
Should trainers decide to pay their respects, they may. The ridged mountain walls are fixed with soft salt lamps. A few gravekeepers and Channelers keep watch in these underground tombs, the select chosen whom know their way. Trainers that pay condolences to the dead are regarded highly, though it is not considered shameful to pass through without doing so.
Finally, though unsettling, the catacombs are inscribed with beautiful artwork, decorations were used to identify, immortalize and show respect to the dead. As new arrivals make their home in the heart of the mountain, art is inscribed and engraved on the walls with them. Different pictures tell different stories.
There's various ways to exit from No Man's Pass. Some easier than others, it's up to individual trainers to decide. Make sure your way is lit and wild pokemon don't ambush you out of fear. Oh, one more thing; there's a—
✩Trial 06✩
Find the trial room within the cave. Pretty lopsided and topsy turvy, without guidance from a trial pokemon that wants to test a trainer, the chances of finding the trial labyrinth are slime. Many steel, rock, and ground types are located in this subsection of No Man's Pass... The Durant especially here are feisty and annoying creatures, constantly trying to bite and pinch at trainers, no less their pokemon. Be careful. They may be small but together they're a force to be reckoned with.
Get to the trial room... There's no trial pokemon? Huh?
A riddle carved in stone... Can you figure it out?
Bilavauri City
A treasure trove of natural resources, buzzing with trade and craftsmanship above and below ground.
90 sq. km
Travelling through No Man's Pass will bring people to Bilavauri, known as "the city of gemstones". This prosperous mining city is located in the heart of the mountains, spanning from the open air trading hub to the depths of the caverns via tunnels.
Foundries line the rock-walled streets, as well as stores selling all manner of rare treasures, including evolution stones. Despite the contant whir and clank of the mining, masonry and metalworking industries, the place is fairly clean. This is because of the mutually beneficial relationship between the human residents and Poison type Pokemon; the normally looked down upon Weezing and Garbodor absorb pollution.
Towering above the rest of the mountain range is the volcano Mt Ifrit, known for its Fire type Pokemon, its wide array of minerals, and the sinister rumours surrounding it. It's said that venturing too far into its caverns will lead to chambers of gemstones that nobody dares to mine, because of the Pokemon guarding them. Sableyes are said to curse anyone who pilfers from their food source, or confuse them with illusions so that they can never find their way out again. This theory is backed up not just by sightings of these crafty imps, but by disappearances. Another folk belief is that it is in fact Carbinks who create these illusions by distorting light, either to hide from Sableyes who would prey on them, or to guard something.
Crystalline fairies and gem-loving ghosts are not the only mysterious presences inside the volcano. A keystone is said to contain a sealed Spiritomb, which some people attribute at least part of the odd phenomena to. Also, for reasons that researchers have yet to figure out, Cubones who evolve in or near this mountain will gain the same Ghost/Fire typing they take on in Alola.
The Rock type gym can be found above ground at the centre, a contest hall with the renowned jeweller Kimberly as its leader. Although draped in spiky crystal point accessories and presenting a gruff demeanour as she challenges coordinators in her jewel formation encrusted arena, she shows surprising finesse in both her handcrafts and her appeals. According to the locals, she used to have a more boisterous and jovial personality, but became reclusive after her husband died exploring the depths of Mt Ifrit and now loses herself in her work. Nonetheless, she goes out of her way to protect the city's inhabitants even if it means putting other commitments on hold, and her contest displays are a remaining hint of her former fun-loving nature.
Life on the bayou's filled with swamp and marsh, the friendliest folk you'll ever meet, and some hard living; despite the hurdles, people and pokemon persist, hospitable and resilient with a deep love for their home.
~10,000 km
A huge swathe of tropical wetlands sprawl about magnificently towards the south of Makhasia. This complex ecosystem includes cypress swamps, estuarine mangrove forests, tropical hardwood hammocks, pine rockland, and an overall standout marine environment. Laguna Santo also exists here, otherwise known as Spirit Lake, the largest lake in all of Makhasia. With constant flooding and heavy rains making Carazza seem like a grassy, slow moving river, any non-aquatic pokemon and people can find it difficult to live here. As such, the population is low. Occasionally travelers and national park goers may see houses on stilts sprinkled throughout the area, but Carazza is a national park first and foremost. The urge to preserve raw nature runs deep within the bayou.
✩Trial 05✩
✩ ✩ ✩ ✩
Bahari
Houses on stilts, boardwalk paths; this town manages to delicately place itself over Carazza and remain a bustling, lively place for people.
~38 sq. km
Perched on sand flats that spread far, Bahari started as a small settlement of farmers that found sugar beets could do surprisingly well in the saline levels of soil. Overtime, the settlement grew and became a bustling port side town. The stilt houses are the same as the those in Carazza, and are exactly as their names describe them. Perhaps rural looking, their structural integrity is not to be underestimated and the multi-generational houses have held their own in Bahari for years. With everything (houses, shops, even the gym) in the area connected by boardwalks, 'having a stroll through the town' takes on a new context entirely. No cars are here; people usually use their pokemon as mounts, though not many can easily get through the boggy swamp save for flyers and some water types. Immense flocks of tourists, as well as trading their special sweet potato crops that only grow around the Carazza area, keep Bahari more than occupied and plentiful.
Though on the smaller, private, and less lived side than other places in Makhasia, the swamp dwellers are fiercely prideful of their homeland and long standing history. In fact, the majority of people who reside in the marshland are not new, and have had family members that lived before them for generations. Because of this, people from Bahari don't take too kindly to anyone even mildly criticizing their town. Some of them even know how to do curses, or so the rumor goes. Incredibly hospitable otherwise, even refusing food is considered an insult.
The bug type gym leader resides here. He's also a part-time chef in The Roux, a restaurant famous for it's uniquely flavorful and spicy cuisine.
The gentle seaside village where people go to relax.
700 sq. km
If bustling tourism isn't quite what you want, Osoro is a slow pace, gentle place type of area. Barely more than a hamlet, this location is hidden away by gigantic boulders that seem as if they were dropped like pebbles by a giant. The highest point on the island sits comfortable at 500m on a rocky outcrop and boasts a gorgeous view of the sea. The lighthouse and pastel colored coquina houses are some of the notable architectures here. The locals don't enjoy battles too much-- they disrupt the general peace of the area. For some reason, water stones tend to develop around these parts frequently.
A cluster of hot springs are here, and for this reason, Osoro is also place where trainers, people, and even wild pokemon go to heal.
✩ ???
Pretoria
Where the Kirimahu or hanging gardens solemnly sway, Pretoria is a place that seeks to reserve it's history and culture. 50 sq. km
Pretoria is a modern city nestled and proud in its ancient architecture. A place of art and culture, museums and the region's largest library are located here. Marble houses with open courtyards are common, and the buildings have all retained most if not all of their original structure. A place that was once the lavish home to a king, Pretoria was a place where artisans, philosophers, and scholars flocked to further their studies. It makes its presence known all throughout the region for the various symposiums, rare art showings, and frequent research conferences held. Some do, however, consider Pretoria a snobbish place...
The Kirimahu is also here. Go North. Beyond the modern day Pretoria, you will find yourself surrounded by their verdant green jungle. Known as a cloud rainforest, a low hanging cover of fog is constantly swirling about this mossy kingdom. In ancient times, the Pretorians built hanging gardens for their king. Marvelous feats of water engineering maintained these gardens, which are stacked on a series of pillars, stratified canals, and aqueducts. The exact architecture is unknown, due to structural integrity collapsing over time and the forest making it difficult to repair the ruins; these fern covered granite edifices remain utterly solemn and mysterious, keeping their secrets until the end of time.
✩Trial 03✩
Those who desire to enter this trial are only invited by grass pokemon to do so. The trainer may find a golden leaf in their belongings or given to them, a sign that they are allowed to attempt the trial. Coax the golden flower. Find the one that dances and shines like no other. If you impress the trial master, the prize is sure to be yours. It seems to have a higher chance of appearing when it's sunny...?
✩ Head South and you'll be finding your way back to Tesorin!
✩ Head straight West and you will find yourself setting the path for
✩ Head straight North and you will find yourself heading towards the snowy mountains of Hukarere!
✩Head East and you as a trainer will be heading towards the Forest of Dreams.
The island of rural life, humility, and no technology to enslave people or pokemon alike-- all under the auspices of the greater good.
600 sq. km
Bavala is well-known throughout the Makhasia region for it's unique culture. Here, technology is not permitted even under the most strict of circumstances. Trainers who find themselves visiting cannot bring their pokeballs, pokedexes, or other technology with them, as it is considered corrupt and disrespectful to their traditions. While there are many that find Bavala odd, and even extreme, it cannot be denied how beautiful and thriving the island is. The climate is tropical, humid, but being surrounded by the water keeps the weather temperate and warm year round. Around 80% of the island is covered by camellia forests, and from November to March, much of the island is red from the blooming flowers.
Pokemon and people live in a unique harmony here. Pollution is hardly an issue, and industries that thrive here are farming or creating art such as glasswork, pottery, or other hand-crafted curios. People will take manual labor jobs from the mainland, but perhaps Bavala's biggest reasons for prospering are tourism and agriculture. All over the world, people come to Bavala to 'get away from it all.' The island is a breath of fresh air from the constant buzz and bickering of the world outside. Many 'outsiders' even come to reside in Bavala permanently, where they live happy and fulfilling lives, eschewing their reliance on technology for good. And yet there are some who leave the community, thus excommunicated from the culture forever.
There is no proper or formal education on Bavala, as '8th grade' level is considered sufficient preparation before learning vocational skills or settling into farming.
Finally, many times when trainers want to abandon pokemon, Bavala has become a somewhat common place to do so as it is considered a haven of sorts. As such, many of the pokemon here are widely varied and accustomed to humans.
I
Karringo
Nestled and carved into the mountains, this sturdy town is where the foundation of great beginnings lie.
33 sq km.
Karringo is a mid-sized mountain town, located to the far South East of the region. Foliage is abundant here, with residents insisting on keeping the area lush. The just barely tamed bushes, trees, and vines sprawl just about everywhere, cheerfully making their presence known. A serene stream makes its way through the town from a spring located just along the outskirts. Following the stream outside the town, it turns into a river that courses into dense jungle forest.
The renowned Professor Jacaranda resides here, taking it upon himself to host proper beginning ceremonies for the young adults that wish to start their pokemon journeys. While anyone can receive a first pokemon from anywhere, the exciting formal tradition of a proper send-off is exciting to many. As such, many young adults choose to begin their journeys around Karringo.
Craggy and rocky, houses are peppered all over the face of this mountain. Roads are smooth for the most part, but many opt to use bikes just as much as cars around this area. Be warned, the slopes and hills look beautiful, but are a threat to even the most seasoned athlete's lungs.
A seasoned pilot, Jacaranda treats the lucky trainers to a helicopter ride up the mountain, to a sacred clearing near a waterfall where the pokemon are gathered to choose their human partners. Few know of this area; huge trees, tropical foliage, and an unwavering sense of serenity bathe the atmopshere. Trainers are not to speak once they step foot out of the helicopter, an after arriving to the clearing, they are to stay in one place silently until a pokemon has accepted it's pokeball. Items, food, any external influence to mar the pokemon's judgement is not permitted. When their pokemon has chosen, the duo can then step out of the clearing to allow others to make their decisions without rush. Should a trainer decide to utter even a single word, their ceremony will not truly be recognized. It is said those who disrespect the ritual are doomed to failure.
The longest ceremony has taken 18 hours to complete, with the shortest being finished in 45 minutes.
Should their pokemon not choose them, there is no shame. Destiny is a fickle matter. They may try as many times as it takes to be chosen.
✩ Head north and you will find yourself heading towards jungle and wilderness.
✩ Head South East towards Route 1, a laborious yet scenic route through the
Darratree Rainforest, to leave Karringo. While there are roads taken by cars and other transportation methods to reach Karringo, there are always traditional exploration paths meant to be traveled on foot and taken by trainers. This is also where the first Trial is!
✩ Head straight South and after a full day's trek or so, you will find yourself at the base
of the mountain, where forest slowly errodes into beach, and the ocean can be seen for miles. A scenic, less troublesome route here that meets with road is another option to get to the next town. Some opt to take this path instead of taking the Trial through Darratree.
Darratree Rainforest
Towering canopies, a harrowing trial, mystery and peril combine to leave a mark on trainers who dare to venture in-- forever.
500 sq km.
With a staggering 5,000 to 6,000 plant species, Darratree is one of the most species diverse rainforests in the pokemon world. Large pitcher plants, brightly colored fungi, and flowers in every color of the rainbow are abundant here, yet shrouded by the massively tall trees that cast the rainforest floor in shadow. Luckily, rope bridges, ladders, pulleys and platforms are abundant here, for both researchers and trainers to use as they explore the area, including the canopy which easily rests around 100 feet above ground. Trainers be warned, beautiful as the canopy is, a fall can result in more than a nasty injury.
✩Trial 01✩
Lore whispers of the appointed guardian of the rainforest, a person hidden by his threatening mask, who issues the trials to new trainers. Every year is a different trial; however... He does have a fondness for taking items and having trainers work to get them back.
✩ Head north as the crow flies and you will only be heading up the mountain. Why did you come south if you were just going to head back up north again?
✩ After completing the trial, keep heading South East towards Route 1!
✩ Head straight South and after a full day's trek or so, you will find yourself at the base of the mountain, where forest slowly erodes into beach, and the ocean can be seen for miles in the East. A scenic, less troublesome route here that meets with road is another option to get to the next town. Some opt to take this path instead of taking the Trial through Darratree.
✩Westward will take you to another footpath, where trainers can explore the mountain, but there are no more formal paths to other cities or towns.
Bela Bela City
A testament to mankind's historical progression of technology.
80 sq km.
Heading South East from Karringo, going down the mountain, one would find themselves on the sandy beaches of the ocean. A day at the beach is always fun, but there is also a regular ferry service here that can take the trainers to a mid-sized port city called Bela Bela. This location functions as a rest-stop for weary sailors or trainers who have traveled a long way overseas. Bela Bela is a uniquely distinguishable place in appearance and attractions. It can only be described with an infrastructure found nowhere else, consisting of a system where large cogs and gears power escalators, moving roads, and aerial rotating buildings. All of these steam, spring propelled gadgets and constructions are styled in Victorian architecture combined with chrome and bronze accents to create a place that could only be considered-- steampunk. A steam-engine trolley makes its rounds about the city, while few with some extra cash can take the hot air-balloons for grand jaunts over the ocean.
Perhaps one of the largest attractions is a historical piece-- a pirate-esque dirigible that was said to be able to travel through water and air. Tightly docked to Bela Bela with iron chains shackled onto steel posts, it has now become a home for many wild pokemon-- and, as some locals will adamantly claim-- ghosts. The creaky groans and general dangerous nature of ship make it off limits to any and everyone unless they have permission to explore. Apparently there's a treasure guarded by spirits on this ship...?
Bela Bela serves to be a historical, architectural, and technological landmark Makhasia. Going through the city, a resident or trainer can truly see what technology was like hundreds of years ago. Though much time has passed, most of the city's original architecture has been maintained. Old fashioned style, hand-crafted pokeballs derived from apricorns are also sold here.
✩ Head North and you will find yourself heading towards the mainland, whence you came!
✩ Heading even further South, will guide you towards the ocean. If you have powerful water pokemon, you may across the next island or even mainland-- but that would take days of traveling. There are small rest stops on the way, but flying's the best way to reach the destinations over the ocean. Or boat.
✩ Head straight West and after a full day's trek or so, you will find yourself at Bavala.
✩Head East and you'll find the same story as going South.
Tesorin City
Dizzyingly tall skyscrapers race towards the sky, while roads of possibility stretch out before you.
1027 sq km
Tesorin is the most modern, technological metropolis of Makhasia. Not every city is a tourist attraction like Bavala or a quaint town like Karringo. Packed to the brim with people, malls, and the promise for a trainer to find whatever they desire within the confines, Tesorin is a wonderful place to explore or get lost in. Quite crowded, the city fluctuates being claustrophobic yet cozy. The hustle and grind never stops, and people are always trying to innovate or find 'the next big break.' Efficiency is one of the city themes here with at least 80% of the area covered in solar panels. An electric 'playpen' at the center of the city is actually an interactive power generator used to attract electric pokemon in order to gather excess electricity for city generators. Five monorails run all throughout the metropolis for work commuters and trainers alike to use. Despite the shiny chrome and stainless steel gleam though, it can be cutthroat and unforgiving.
The steel-type gym is here; as a large, concrete and chrome dome, nobody can miss it. Here, the gym leader Ferritia resides. With her gray hair, grey eyes, wrinkled walnut skin, and mouth always pursed in a frown, she seems unassuming at first...
Known for her varying steel type pokemon, Ferritia focuses more on offense because of steel's natural resistance to so many elements. And at different levels, Ferritia uses different pokemon for trainers of different experience. Of course-- just because she adjusts her skills appropriately does not make her a pushover. At 56 years old, she has been running the gym for thirty years, and doesn't plan on stepping down anytime soon.
✩Trial 02✩
The electric trial takes place in an abandoned power plant just outside of Tesorin. What lies in wait? As per tradition of Makhasia, trainers are not permitted to talk about their trials through the region and spoil the tasks for others to complete. Still, there are some rumors. Some say the plant is a man-made maze that tests both knowledge, character, and strength of trainers alike. "Trust or Forsake" is a phrase oft whispered and mentioned when the trial is talked about, though the precise meaning is unclear. Once inside the barbed wire fences and past the 'DANGER' signs stalked outside the premises, these trainers are on their own.
✩ Head North and you will find yourself heading towards the city of 'Hanging Gardens'!
✩ Heading even further South, and TBE (to be edited)
✩ Head straight West and you will find yourself setting the path for the small town of Osoro!
✩Head East and you as a trainer will be heading towards the Forest of Dreams.
Twilight Wood
The deceptively sleepy wood that harbors immense danger 75 sq km
Time seems to stop here in this forest which is oddly clouded in a vibrant, swirling mist of pinky purple that reminds many of twilight. This cloudy fog is actually dream mist, produced by the numerous Munna and Musharna that densely populate this natural habitat. Not an incredibly large forest, it's still quite maze-like to intruders because of how dense and obscure the mist is. Since the species of Munna and Musharna feed on dreams, it's not uncommon for them to employ 'harmless' tactics, such as hypnosis, on travelers who stumble upon their turfThose who fall asleep in the forest may be subjected to their dreams being eaten harmlessly. Though... if threatened, a pokemon may use Nightmare instead.
Stantler are also abundant here--and far more skittish than the Musharna, their horns can conjure up illusions that would confuse even the most devious of ghost pokemon. Beware-- Stantler are dangerously timid, and having a pact with the Munna and Musharna of the forest, if they feel threatened, the psychic types will come to their aid.
Be careful--the pokemon here only want to protect themselves. Try not to fall asleep or get caught in a nightmare you can't wake up from.
✩ Head West and you'll be back at Tesorin--you did travel East to come here, after all.
✩ Head further East and you'll somehow find a long, looping, path back to Karringo!
✩ Head South and you can find a path to the Burnrock Badlands.
✩ Head North and you'll find yourself in the barren, rocky valleys of No Man's Pass...
Wow! It's great to see interest! Well, I'm not quite done reading the rule book yet, but definitely I'll keep this in mind as I build on the concept. Thanks!