This is a comprehensive list of all major locations visited in the We Have All Become Pokémon RP, with the tropes associated to each location and their more generic residents. For information about their more significant characters, be sure to check out the main character page. Please note that "Created by" credits don't include minor features, which players have added to pretty much every town so far.
Ruins of an ancient human settlement. Underneath included a Pokémon center, but other structures likely existed as well. Located on the island of Denalsi.
- Culture Of Hats: An exclusively Psychic-type village with an overall mystic vibe, and presumably this is imbued into some of the more unique items they craft.
- Hidden Elf Village: Originally was this to a T, with a much more in tune with nature sort of design. It remains hidden and known by few, but it eventually became a bit more urban and connected as time went on.
An abandoned mansion in the woods adjacent to Orichalcum that the party investigated.
Woods in between Orichalcum and the Woodfall Mansion, inhabited by those who are especially in touch with nature.
- The Lost Woods: Somewhat...Dras-Il had a role in confounding the party upon arrival.
A diner on the road between Silversand and Hoard. The party stops by here before and after visiting Silversand. This is notably where the party first meets Belladonna, who became a significant figure during the Hoard arc. It's also where they met members of Andy's gang...most notably his daughter, conceived and born entirely in the Pokémon world by an ex-human and a native Pokémon. It's later implied the diner went out of business after it was discovered that Belladonna was from there.
- Bouncer: Given the existence of feral Pokémon and their penchant for violence as a whole, the diner employs at least three bouncers at any given time. Naturally, the humanmons get the evil eye from them during both visits.
- Expy: Of the real world Black Bear Diner.
- Overcomplicated Menu Order: As a restaurant that serves just about everything, a couple players have pulled this successfully.
A popular trading port and an overall Melting Pot, Silversand is one of the rare cities that isn't a Culture Of Hats — having a wide range of species and cultures within. Historically, it used to be a farming village, though about 30 years before the humanmons arrived, it rapidly converted into a major trading hub and tourist trap. Many of these farmers were displaced and/or impoverished, which affected one Hariyama in particular. Returning after death as a Dusknoir, he was eventually turned into the Vector of Silversand by an unknown entity. The investigation turned battle against this Dusknoir, named Yamaropu, drove the plot here initially. It would then be the "base" for the Manaphy arc and the setting for depictions of its reconstruction, as well as the anchor point for ongoing plots surrounding Goobert, Jani, Perigo, and Max.
- Culture Chop Suey: Notable in the wide range of accents and types, though the original residents tend to lean toward Fight, Water and Normal types. They're vastly outnumbered by the time the party arrives, though.
- As a corollary to the above, certain parts of the city seem to have their own cultural nuances. Marsha and Max both grew up in the same neighbourhood and speak with the same Brooklyn-esque accent.
- Early Installment Weirdness: More of a "late installment blunder", but it was originally situated on the northwest portion of the island when discussed in Teller's bar. It ended up on the southwest instead.
- Genericist Government: Despite there being An Aesop in the Yamaropu arc about urban sprawl and decay, the government itself wasn't really touched upon. There are social services, a mayor...and, that's really about it. There's even inconsistency as to whether or not healthcare is free.
- Hate Plague: The entire town erupts into violence as Yamaropu spreads the Viral Aggression upon it.
- Meaningful Name: Is named after its silvery sandy beaches.
- Merchant City: As one of two major gateways to the island as a whole, it is naturally a major destination for tourism and mercantilism.
- Port Town: A coastal town known for its beaches, and the party accesses transportation by sea from here on a few occasions.
- Round Robin: Despite the limited "created by" credits, Silversand is easily the most OOC collaborative location in the roleplay as of the end of the Agartha arc. kablammin45 created the locale and fleshed out the ports, sarysa gave it a bird's eye layout and wrote the parts leading up to the Yamaropu encounter as well as setting up his motives, PresidentStalkeyes handled the authorities, while Cabe_Bedlam and BlackMageAnolis fleshed out the boardwalk and slums.
- Shout-Out: Has a bar named the Salty Spittoon, originating from Sponge Bob Squarepants.
- Urban Segregation: Many of the farmers of its past did not fare well once it expanded rapidly, with many losing their land and otherwise becoming impoverished. These make up a considerable number of those who live in the slums, along with other shades of poor and those who might take advantage of them.
An underwater castle off the southern coast of the starter island.
- Culture Of Hats: Naturally, it's dominated by water-types. This is likely mostly out of necessity, given its otherwise inaccessible location.
A vast city built into an enormous cavern underneath an inactive volcano. Formerly the site of a small mushroom-farming community before it was 'founded' and greatly expanded by Merqury, a former mercenary. Under his century-plus-long tenure as its leader, Hoard became the island's central trading hub, owing to its favourable position towards the centre of the island, and the security offered by its underground nature.
The city is known for its rather unorthodox rules regarding business, who can stay there and who can't. The city's resident Dragon-type population is very low relative to its total visitorship, so to counteract this, only Dragon-types are permitted to own permanent businesses there. Non-Dragon-types are only allowed to enter if they desire to buy or sell goods past a certain 'monetary threshold', to rent out space to set up a temporary business, to seek employment (which is also the only way non-Dragons can attain a permanent residence there), to attend a specified event, or by invitation. In addition, its permanent population is too low to maintain a conventional police force, forcing Merqury to hire the Pawniarmy for use as city security. The government is essentially a capitalist coalition of corporatocracies - every permanent business-owner in the city is entitled to a seat on the Merchants' Council, which acts as the legislative body under the Chairgon, who for most of the city's history has been Merqury himself.
The Party initially visits Hoard to attend a tournament being held there, and because Ripley, Merqury's de facto second-in-command, had sent for them. They ultimately wind up entangled in a conspiracy against him lead by Ripley herself due to an unexpected VA infection affecting his governance, which is not helped by the presence of Belladonna, who had her own plans for the city. After a series of city-wide, VA-fuelled riots that result in the death of both characters, it's implied that Ripley will succeed him as Chairgon and institute reforms to make the city more accessible.
- Culture Of Hats: A predominantly Dragon-type city with a tendency toward mercantilism and acquisition.
- Early Installment Weirdness: It was initially represented - long before its actual appearance - as an isolationist kingdom somewhat unfriendly towards business, with Merqury referred to as a 'Merchant King', in stark contrast to his later characterisation as an anti-monarchist. This was later explained as a combination of the Guild's bias against the city and genuine misunderstandings.
- Expy: Of Rapture, being a city outwardly hidden from the outside world founded on hardcore free-market capitalism, not to mention being founded and run by a Visionary Villain who saw it as utopian haven from the injustices of the wider world, and ultimately descending into chaos, though unlike Rapture it's at least implied it'll recover. If the similarities weren't immediately obvious, the party is even faced with a BioShock Shout-Out immediately upon emerging into the city proper.
- Long-Runners: Nearly 400 pages of the roleplay are spent in Hoard.
- Meaningful Name: 'Hoard' is a nod to the Dragon Hoard trope, being a Dragon-type city known for its wealth.
- Not-So-Omniscient Council of Bickering: The Hoard Merchants' Council is implied to be this, particularly after Merq dies and they're forced to elect a new Chairgon, something they've literally never had to do before in the institution's entire existence.
- Police State: Hoard is notable for its unusually large police presence, courtesy of the Pawniarmy. They don't allow other competing public service entities such as the Swords of Justice to enter the city either. It's implied that their treatment of lawbreakers and suspected VA carriers is particularly brutal.
- Schizo Tech: Features clockwork elevators, lever-operated doors, and pneumatic tubes used for passing messages between the Bureaucratic Corps.
- Tournament Arc: Half the reason the party visits Hoard is to participate in a tournament being held there, which winds up being moot by the end of their stay as the tourney is cancelled due to extraordinary circumstances.
- Underground City: Directly undearneath a mountain, no less.
- Vast Bureaucracy: The Hoard Bureaucratic Corps, seen in action during the party's arrival. After being herded onto an elevator and into a small reception room, they are greeted by a clerk who asks for their names, purpose for visitation and length of stay before handing them visitation permits. Every visitor must go through this process, and it's implied that the party was hurried through entry because of Ripley's personal intervention.
- Vice City: Moral standards in Hoard are quite low - as long as you have money and obey the letter of the law, it's unlikely you'll run into much trouble.
A speakeasy run by Andy's gang, en route to Gleamscape from Hoard.
- Breather Episode: Served as the preamble to the Carnival arc, and managed to be pretty low-key and relaxing overall.
A carnival that the group attends. It ends abruptly when a bunch of Wonder Orbs hit the party, transforming many and sending them all off to Agartha.
- Breather Episode: Designed to be just that — a break after heavy events of Hoard.
A fully underground village powered by light bulbs which were reverse engineered from discoveries made at one of the human ruin sites that litter Agartha's underground outskirts. While to some degree a Culture Of Hats, they are seeking to become a melting pot and a hub of trade — with incentives such low taxes . True to its minarchist style of government, however, it has bare bones social services...its clinics are competitive but not free, and the police force is a bit small for the town's population. It mainly focuses on major crimes and ongoing investigations, such as the kidnappings that have been ongoing as the party arrives. Also ongoing was the installation of a Warp Hub, which Mayor Triss herself viewed as key to the city's expansion. This more or less went on smoothly.
Physical features include a concave roof with a faux-earthen appearance, hiding the actual concrete aqueducts which lead rainwater into large four concrete pipes which drain into the town's various reservoirs — useful both for water collection and flood prevention. The town is circular in shape, with eight roads leading out from its center (in eight directions) and multiple roads rounding the city at various diameters to intersect the eight straight roads. The outskirts include expansions which are parceled out by the city and developed privately. Each of these parcels are responsible for their own electricity and flood management, and are set at a markedly lower elevation to ensure mismanagement doesn't threaten the core city.
Culturally, it is very liberal — having virtually no laws barring the sale of items, aside from universal taboos such as those against meat consumption. This has made it a popular place for folks to find goods that may be prohibited elsewhere, and a successful Merchant's Row has formed along the north road...which is also the only location from which one can enter Agartha normally. Two guards are always stationed outside the city mainly to watch the farms, but also to be on the lookout for reprobates who may try to enter the city. In practice, however, they hardly ever accost anyone, even known criminals such as the deformed Crabominable.
The party spends a couple days here after an escape orb smacks Jani. This is also where the events of Mila and Finley's kidnapping unfold. It has no relation to the ongoing Viral Aggression mega-arc.
- Bazaar of the Bizarre: Merchant's Circle and Merchant's Row combined qualify as this — given Agartha's laissez-faire attitudes, you can get all sorts of things that would be prohibited in other cities. Most notable are Wonder Orbs which are capable of terrifying effects.
- Cops Need the Vigilante: The city's police force is so minuscule that it is accepted to engage in vigilantism to dish out personal justice. The police mainly get involved with major investigations or serious disturbances of the peace.
- Culture Of Hats: Downplayed. Initially there were six founder evolutionary lines: Durant, Diglett+, Sandshrew+, Drillbur+, Bunnelby+, Stunfisk, with other burrowing ground-types coming along later. Even hundreds of years ago, though, synthetics who could survive the reduced oxygen environment resulting from the use of combustible light sources came along — one of them being the Council Speaker Porygon2. Once the lightbulb was rediscovered and ventilation was improved, they started a push to diversify their city. While species that could survive in low oxygen are still the combined majority, other species are slowly catching up (~15% when the party first arrives)...and there are no racial or class barriers to speak of.
- Early Installment Weirdness: Mostly averted — Agartha was planned out in great detail before it became significant to the plot. Errors were made by others though, most of which were edited hours later...giving odd features like the town being founded by a Bunnelby (a pre-evolution), the town being only inhabited by Digletts (likely stemming from Jani's delusions), and the town's sign being misspelled. One mistake by its creator was making the town's population too low relative to its services, government, and ambitions...initially "just over 1000" before settling "around 4000".
- Hereditary Republic: Zigzagged to say the least. The Council of Elders, one of Agartha's two coequal branches, is an appointed council almost exclusively made up of members of the founder families — with a notable exception being a Porygon2 who arrived somewhat after Agartha's founding. Then there's the Mayor...while that is an elected position, it doesn't pay a living wage. The result is a sort of soft oligarchy mixed with gerontocracy...those who can afford to ride out the years of their term are the only ones who will run in the first place.
- Lost Technology: Agartha is situated between several different human ruin sites, and has benefited from reverse engineering a number of human technologies, including light bulbs and music boxes. There are also technologies that can at best be salvaged, which may come into play well after the party's initial visit.
- Meaningful Name: Agartha is the name of a mythical city situated near Earth's core.
- Privately Owned Society: Excluding the police force and others mentioned below, this applies. While its creator does self-identify as libertarian, she also tried to be objective about it — highlighting both the pros and cons. The town's expansions are notable in that its parcels are sold off to developers to help fund the government, and the management of these are scattershot. Each parcel is responsible for its own electricity and rainwater management.
- Social Services Does Not Exist: Aside from a small police force, rainwater management, and superstructural upkeep, there aren't really other social services to speak of. The private sector handles things like healthcare — notable when the party needs Dr. Durango's services twice and are charged upfront the first time.
- There Should Be a Law: Given Agartha has few laws, this gets invoked by party members from time to time.
- Underground City: Agartha is truly this — a whole city situated in an enormous artificial cave. Parts of it so happen to exist below another city, Orichalcum. It's worth noting, however, that the farmland situated around Agartha's entrance is within Agartha's jurisdiction. Further beneath Agartha itself are its ancient tunnels, burrowed by the ancient Agarthans...sprawling, elaborate, though not really resembling a city at all.
- Vice City: Although not really demonstrated in any way, with freedom comes vices. This would have been better demonstrated if the casino visit wasn't canceled.
A vibrant port city on the southeast portion of the island, with winding roads that move up and down like shallow waves and a style similar to that of Cozumel Town. There's been talk of a serial killer in the area who killed 42 people and took the front paws of their victims. Is beginning to host a music festival when the PCs arrive in town.
Capital of Slak Kingdom.
- Crapsack World: The kingdom as a whole has fallen from grace due to its incompetent management/leaders and living conditions in 90% of the town are miserable. It's implied that things have gotten even worse since the humanmons left.
Finley's home, a kingdom that, as the name implies, is home to many fox or canine-based Pokémon. On the island of Harnicara.
Mountains south of Foxfell, on its outskirts and barely past its border. Contains a mysterious metal structure (the "ancient city of Fallo Ter" according to Stellan) hidden within one of said mountains, and also the location that Aaron entered the world.
A town on the Foxfell border, and on the road between Foxfell, the Eluant Mountains, and L'Arachel's Manor.
An independent city-state on Harnicara, between Holstown and the Eluant Mountains. Run by the corrupt, likely criminal Lickitung named Dorian who has his own mafia-like enterprise. After Dorian is deposed, his father Narcian takes back the reigns.
Hiding place of Anastasia, arc villain of the Foxfell arc and vector of vectors. Has arguable lost woods aspects to it as well as an expansive cave which was the setting for the arc's fight against the Big Bad.
- The Lost Woods: It is unknown how confounding these woods are on their own, due to Anastasia's extreme ability to craft illusions as the party traversed it.
Located on the west coast of Harnicara, L'Arachel's Manor was once abandoned, only to be taken over and refurbished by L'Arachel and her Combee minions. It is the main area of the L'Arachel arc.
A Berry farming village in between Milklett and Hiveton that supposedly was never infected by the Viral Aggression. The mayor is a Dunsparce named Rave Higgins, and the town has a (normally) yearly tradition where the populace burns a small portion of their crops on a pedestal in the middle of town for good luck in farming for the year. Currently, Goobert and Dieter are the only humanmons who have visited this town.
- Culture Of Hats: The town seems mostly populated by Fighting and Grass-type Pokémon, with a few Pokémon of other types here and there.
A port town on Harnicara close to where L'Arachel's Manor sits.
Locations Mentioned But Never Visited
These are locations never visited by the humanmons.
Little is known about this city other than it being the origin point of many of the Pawniarmy's ranks. It's located on an island other than the starter.
- Layered Metropolis: There are no discreet layers unlike a typical example, but walkways are peppered all throughout Crystal City at practically any elevation, and many buildings are built higher or on top of other buildings.
- Steam Punk: The write up for this location gives it a considerable number of steampunk elements.
- Urban Segregation: An interesting example. It's actually more common for the richer Pokémon to inhabit the bottom of the city, since buildings and homes towards the top tended to collapse quite easily, and those who are completely homeless find refuge within unused, oft-elevated or -hanging watchpoints, more physically separating them from the more well-off masses and effectively putting those too sedentary to move from the watchpoints up on display.
Barely defined village primarily inhabited by those exiled from Crystal City. It's located on the same island.
An island quite some distance away from the starting island that is stated to be the location of a purifying spring guarded by a mysterious Pokémon that can lift curses placed on Pokémon by Ninetails, and is sought out by cursed Pokémon such as Maran and Cortez. It is not known to have any establishments on it and is primarily taken up by a harsh volcanic landscape on the eastern side and a jungle on the western side.
A densely packed forest surrounding the mountain range in Arcquall. The forest also holds the safe house of Umberto, a notorious meat-smuggling kingpin.
Situated on the same inactive volcano that Hoard is in. Initially mentioned in the ground wing of the Silversand hospital by an Onix who calls it home.
- Culture Of Hats: Consists primarily of Rock and Fighting types.
Farming village near a river that Dieter ended up in when they entered the world. North of Silversand.
- Culture Of Hats: Consists primarily of Normal types.
Undefined farming village that was destroyed by the Viral Aggression days after Milklett.
The hideout of Harry "The Glorious Bear" Horowitz, potential heir to the Slak Kingdom throne and base of operations of his fleet. So far, only mentioned.
Located on an island separate from the starter one, little has been seen about Kriemhild so far, but some of its inhabitants showed up to the Hoard tournament.
- Culture Of Hats: It's a kingdom primarily dominated by Fire types.
A village on the island of Ferolia. Mainly contains Dark and Ghost types as well as the Rockruff line. It was originally mentioned for use in Purrloin!Jani's cover story. It's a forest village where they harvest herbs and mushrooms, and they also have festivals during full moons for evolving Rockruff.
A farming village that was almost completely wiped out by the Viral Aggression. Home of Belladonna, who turned out to be its vector.
- Culture Of Hats: Is purely a farming village with little species diversity.
- Ghost Town: By the time that some independent investigators and the Pawniarmy reach it, it's quite deserted — albeit filled with the bodies of Pokémon in varying states of decay.
- Newspaper Backstory: Used as a device during the Pawniarmy's visit to go into detail about its destruction.
Home of Marie, one of the potential heirs to the Slak throne.
A village of currently indeterminate location (not on the starting island) that is known to be the residence of a pair of Lati twins that the party encounters in Gleamscape (as well as their parents) and one "Professor Drake". Whether it is called "The Wheel in the Sky" or "Upper Roseleaf" depends on who you ask, with no parameters yet set for this. Nothing about it has been defined in-RP yet, except that Hudson was born there.
An island with several towns, the most famous of which is Wild Ridge. Features a purple lake/river made so courtesy of purple crystals which grow on its basin, a forest biome, a misty forest, mountains, ice caps, volcanoes, and a sky/cloud area. There is a wide expanse used for hiking and camping, which is also occupied by both ferals and a handful of uncontacted proto-cultures, one being named the Imzadi.
The largest town on Wildland Island, and generally used as a starting point for those who wish to explore the island.
A town on a small island that's the last stop before one heading for Danjor Island would reach Danjor. Genna and Harold, the two detectives that the party first meet in Slak Rock, hail from here.
The largest island in an archipelago somewhere in the ocean. Known for being a hub for pirates and piracy.