
This is the current list of areas for the setting of this PMD universe, Isla de Luna. This will be updated as more areas are introduced as the time passes. For those not wanting to download, the full document can be found below. Plot is to follow soon. Feel free to ask questions.
Forgot to add, all of this was written by
tulf12. Many thanks to him for his help.
Isla de Luna areas
Gunnar Mountain Range:
As both of its siblings of sorts have been roused from their peaceful reigns and begun to try and take more land to add to their domains, Articuno has been taking steps to expand its domain. Despite once having been satisfied with just holding control over its roost at the peak of the highest point of the mountain range; it is now attempting to control the entirety of the mountain range.
Like other Legendaries its influence has heavily affected the lands it has taken; leaving the mountains frozen and predominantly lifeless; although the edges of its domain are typically just under constant snowfall, allowing feral Pokémon adapted for the climate to survive in the area; although even most of them are still threatened by the common but extremely harsh blizzards that blow through the area; typically caused by Articuno’s presence as it surveys its lands for any potential threats.
Njord Volcano:
This long dormant volcano’s flow of lava has finally been reconnected to the magma beneath the earth’s crust; and has thus become a serious threat to the nearby resorts and towns. The sudden change in the geological would have been unexplainable if it hadn’t been for the new highly aggressive nature of the volcano’s once passive guardian; the Legendary Bird, Moltres; leading most to believe it personally created a new shaft in the volcano in order to return it to its fiery nature.
Due to the volcano’s reactivation lava has begun to dribble from the breaches in its sides as it builds up pressure; forcing most of the mountain’s wildlife to flee the deadly liquid; whilst better adapted Fire-Types have taken their place. While this change has not heavily affected the surrounding lands the slow crawl of the lava from the volcano certainly has; and the impending eruption of the volcano most certainly will; likely leaving the plains around it was a fiery wasteland; a threat assumed to be an attempt on Moltres behalf to expand its domain.
Nanna City:
While not the central city of the island, Nanna City was originally quite the bustling city; mainly making its mark on the rest of the island via being one of the industrial centers of the island; although its residential population was once certainly nothing to scoff at. However, thanks to the city having become the new domain of the Legendary Bird, Zapdos; the people of the city were forced to evacuate; or end up fried by the overcharged electronics. Like the rest of its legendary trio Zapdos now seeks to expand its domain in order to compete with its brethren.
With the Electric-Type Legendary controlling the city the urban complex has become highly dangerous; as it has been overrun by Electric-Type ferals; drawn by the electricity running through the city courtesy of its new controller. To add to the danger are the overloaded electronics of the city; liable to malfunction or simply fry anyone who dares to try and come near them; let alone use them. However, the area’s seemingly hospitable exterior makes it a hot spot for lost people and refugees…as well as rogue rescue teams and bandits; leaving the otherwise abandoned city as one of the main focuses of the Guild’s operations.
Port Celestino:
East of the main Guild complex is the rather sizable town of Port Celestino; obviously earning its name from the port it was initially founded for. The town essentially acts as one of the major hubs of the island; despite its smaller size in comparison to the main city of the continent; acting as the main export/import hub for both tourists and goods.
However, there is more to the quaint town than just its port; as it is rather popular among the Guild’s members for its variety of small shops (particularly clothing stores) and its sole but reasonably priced and well stocked shopping mall; along with its somewhat famed middle-class seafood restaurant; a very popular joint for Guild members given its fair prices and pleasant atmosphere.
Of course, like most places during Isla del Luna’s time of crisis the typically quiet and pleasant town has its issues. Perhaps most notable are the amount of smuggling and people-trafficking rings along the rocky coastlines to the North and South of the towns prized port; which often end up as spots of attention for rookies of the Guild given their typically amateur members and ringleaders.
However, even with these threats in mind the beaches and pleasant Spanish demeanor of the town draw many visitors every year, from across the island and across the seas. However, with the recent upset of the Legendary Birds on the edges of the island one must wonder how long the town’s tranquility will last; especially if the Lugia of Stanimir Trench ever sees fit to deal with the conflict personally; and given its Avatar’s current bitterness it seems that such an event may truly be closer than people might hope…
The Guild:
Placed in essentially the most optimal position of the island its work extends across and beyond; the Guild is the centre point of the current investigations into the recent chaos caused by the somehow provoked Legendaries across the island; along with dealing with rescue, exploration, law enforcement and investigation requests from people and organisations from across the land. Filled with specially trained members from rookies still making their way up the ranks to elite members whose actions have earned their name’s place in the history book; the Guild is often one of the central focuses of the people and government of the island.
However, despite this focus and the work the Guild’s members do for the community the Guild itself is a privately funded organisation; separate from the emergency services and military of the island. Whilst predominantly seen as a humanitarian organisation nothing in the world is free; as those whose requests are carried out by the Guild’s members are certainly expected to pay for the services; both to the members themselves who did the work and the Guild itself for supporting them; with about %70 of the mission’s monetary gain going to the Guild. But as unfair as this might sound it must be considered just how much the Guild provides for its members in the meantime.
The Guild’s services are free to members for the most part; although some of the more upper class services are understandably expensive for the Guild to maintain; and thus should any members prefer smoked salmon over pikelets for breakfast; for example; part of the cost is most certainly coming out of the recipient’s pockets; or more likely they’re simply left to find somewhere more suited to such requests such as the many stores at the nearby Port Celestino to the Guild complex’s East.
But most of the Guild’s services are free for members; and are nothing to scoff at. The Guild holds many facilities; notably including a sizable gym and pool, a recreational lounge for members while they’re off-duty, basic two-room dorms for all members (along with a slight few more luxurious suites for those willing to pay extra for them), a kitchen and dining room offering a free three (admittedly rather basic) meals to members every day, a staffed archive of past mission summaries and helpful literature for teams, an on-site supplier for most basic goods teams and the Guild overall require, and a professionally staffed infirmary.
To upkeep and upgrade these facilities are a full consignment of various staff, and naturally one step above them would be the true overseers of the organisation; the four Guild Masters; ever the subject of debate among members as to the effectiveness of their strategies and choices. However, in the end their effectiveness is unquestionable; as their mix of personalities and opinions somehow work out… not that there aren’t still disagreements, of course. The duty of the four is first and foremost to decide the primary overall objective of the Guild’s more high priority missions; generally aided by the sway of the politics of the time; as well as decide on which members deserve to be rewarded or punished for their actions or lack thereof.
However, even they; the supposed best of the best of their time realise they are mortal; and thus are all expected to take on Apprentices; picked out from the ranks of the Guild or from outside it personally; who they will train to the best of their abilities to prepare them to take their own places as the new generation of Guild Masters. Their choices in their Apprentices; particularly if they are people from outside the Guild tend to earn them a lot of spite from regular members of the Guild; and this spite naturally carries over to some members’ treatment of the Apprentices, too.
And such spite towards any member is really rather common. In a trade that is so often violent and truly requires people of all sorts it is common for teams to form rivalries with one another; for high ranking members and low ranking members like to form hatreds for particular Guild Masters and their decisions. And not all of it is simply over-reaction, too; it cannot be denied that the Guild has sometimes caused much more trouble than it’s worth. But only now is this high tension beginning to seriously hit a crescendo; as the stress of the chaos across the island has begun to weigh down on the Guild Masters, members and faculty alike; forming the establishment of a new category of bandits: teams who have gone rogue; perhaps out of spite of the Guild; out of greed for better rewards; or simply out of hatred for their fellow ‘mon.
With all the stresses of the chaos around the island and the Guild’s recent output of bandits; along with the government of the island’s refusal to use military to deal with the Legendaries’ threats all eyes have settled on the Guild as its leaders have made the decision to act against the destruction caused by the rogue Legendaries… for better or worse.
Rasch Desert:
South of Esther City is the spacious Rasch Desert; spanning the majority of the Southern half of the continent and acting as the divider between most of the major landmarks of the area; and the major divide between the most civilised cities and towns of the North and the few and far between outposts in the rather inhospitable South.
The desert itself is probably the best proof of this inhospitable climate; as it is but miles and miles of sand; with very few plants across its entirety; and even fewer animals. The only notable landmarks for wanderers to work with are the few minor sets of ruins and the daunting canyon formed in the centre of the North-Eastern section of the desert. The only settlement in the entire desert is the minor but hardy town and its accompanying airport on the far South edge of the desert; only ever really visited y outsiders as a conduit of travel towards the slightly more hospitable areas on the Southern edge of the desert.
Of course, such an inhospitable area makes for a perfect home for bandits and the like who can prey on any travellers without the money to use aerial methods of travel; since its horrid heat and overall emptiness make it an impossible place for any law enforcement to work in; making any crime that occurs there nigh-on untraceable. But really, in the end; if you’re robbed in the middle of such a desert then it’s pretty much a guaranteed death sentence anyway…
Deprimiert Jungle:
Directly South of Esther City; albeit beyond the Rasch Desert; lies a fringe of jungle along the Southern coast of the central island; rich in resources and wildlife… and which is just about as inhospitable as the desert to the North of it. Notorious for its population of hostile wildlife and poisonous plantlife, the jungle is generally and smartly avoided by explorers and tourists alike.
However, there is some draw to the horrid jungle; as the few brave or stupid enough explorers and scientists that dare to journey through the thick undergrowth continually manage to find notably ancient ruins; showing signs of a culture wiped out by the original founders of the islands. Naturally the relics of and the information related to this long forgotten race goes for a high price and for a high reputation; both managing to draw plenty of daring folk into the deadly jungles every year.
Naturally the dangers of the jungle and those who fall prey to such dangers bring the attention of the Guild and their members; leading many of the higher ranking members and teams to work in the jungle in order to gain the typically large profits that come from those who commission aid from the horrid jungles. All in all, the Guild looks down upon such practices given the dangers of the jungle, but for the Guild every coin counts; regardless of their origins.
Forgot to add, all of this was written by

Isla de Luna areas
Gunnar Mountain Range:
As both of its siblings of sorts have been roused from their peaceful reigns and begun to try and take more land to add to their domains, Articuno has been taking steps to expand its domain. Despite once having been satisfied with just holding control over its roost at the peak of the highest point of the mountain range; it is now attempting to control the entirety of the mountain range.
Like other Legendaries its influence has heavily affected the lands it has taken; leaving the mountains frozen and predominantly lifeless; although the edges of its domain are typically just under constant snowfall, allowing feral Pokémon adapted for the climate to survive in the area; although even most of them are still threatened by the common but extremely harsh blizzards that blow through the area; typically caused by Articuno’s presence as it surveys its lands for any potential threats.
Njord Volcano:
This long dormant volcano’s flow of lava has finally been reconnected to the magma beneath the earth’s crust; and has thus become a serious threat to the nearby resorts and towns. The sudden change in the geological would have been unexplainable if it hadn’t been for the new highly aggressive nature of the volcano’s once passive guardian; the Legendary Bird, Moltres; leading most to believe it personally created a new shaft in the volcano in order to return it to its fiery nature.
Due to the volcano’s reactivation lava has begun to dribble from the breaches in its sides as it builds up pressure; forcing most of the mountain’s wildlife to flee the deadly liquid; whilst better adapted Fire-Types have taken their place. While this change has not heavily affected the surrounding lands the slow crawl of the lava from the volcano certainly has; and the impending eruption of the volcano most certainly will; likely leaving the plains around it was a fiery wasteland; a threat assumed to be an attempt on Moltres behalf to expand its domain.
Nanna City:
While not the central city of the island, Nanna City was originally quite the bustling city; mainly making its mark on the rest of the island via being one of the industrial centers of the island; although its residential population was once certainly nothing to scoff at. However, thanks to the city having become the new domain of the Legendary Bird, Zapdos; the people of the city were forced to evacuate; or end up fried by the overcharged electronics. Like the rest of its legendary trio Zapdos now seeks to expand its domain in order to compete with its brethren.
With the Electric-Type Legendary controlling the city the urban complex has become highly dangerous; as it has been overrun by Electric-Type ferals; drawn by the electricity running through the city courtesy of its new controller. To add to the danger are the overloaded electronics of the city; liable to malfunction or simply fry anyone who dares to try and come near them; let alone use them. However, the area’s seemingly hospitable exterior makes it a hot spot for lost people and refugees…as well as rogue rescue teams and bandits; leaving the otherwise abandoned city as one of the main focuses of the Guild’s operations.
Port Celestino:
East of the main Guild complex is the rather sizable town of Port Celestino; obviously earning its name from the port it was initially founded for. The town essentially acts as one of the major hubs of the island; despite its smaller size in comparison to the main city of the continent; acting as the main export/import hub for both tourists and goods.
However, there is more to the quaint town than just its port; as it is rather popular among the Guild’s members for its variety of small shops (particularly clothing stores) and its sole but reasonably priced and well stocked shopping mall; along with its somewhat famed middle-class seafood restaurant; a very popular joint for Guild members given its fair prices and pleasant atmosphere.
Of course, like most places during Isla del Luna’s time of crisis the typically quiet and pleasant town has its issues. Perhaps most notable are the amount of smuggling and people-trafficking rings along the rocky coastlines to the North and South of the towns prized port; which often end up as spots of attention for rookies of the Guild given their typically amateur members and ringleaders.
However, even with these threats in mind the beaches and pleasant Spanish demeanor of the town draw many visitors every year, from across the island and across the seas. However, with the recent upset of the Legendary Birds on the edges of the island one must wonder how long the town’s tranquility will last; especially if the Lugia of Stanimir Trench ever sees fit to deal with the conflict personally; and given its Avatar’s current bitterness it seems that such an event may truly be closer than people might hope…
The Guild:
Placed in essentially the most optimal position of the island its work extends across and beyond; the Guild is the centre point of the current investigations into the recent chaos caused by the somehow provoked Legendaries across the island; along with dealing with rescue, exploration, law enforcement and investigation requests from people and organisations from across the land. Filled with specially trained members from rookies still making their way up the ranks to elite members whose actions have earned their name’s place in the history book; the Guild is often one of the central focuses of the people and government of the island.
However, despite this focus and the work the Guild’s members do for the community the Guild itself is a privately funded organisation; separate from the emergency services and military of the island. Whilst predominantly seen as a humanitarian organisation nothing in the world is free; as those whose requests are carried out by the Guild’s members are certainly expected to pay for the services; both to the members themselves who did the work and the Guild itself for supporting them; with about %70 of the mission’s monetary gain going to the Guild. But as unfair as this might sound it must be considered just how much the Guild provides for its members in the meantime.
The Guild’s services are free to members for the most part; although some of the more upper class services are understandably expensive for the Guild to maintain; and thus should any members prefer smoked salmon over pikelets for breakfast; for example; part of the cost is most certainly coming out of the recipient’s pockets; or more likely they’re simply left to find somewhere more suited to such requests such as the many stores at the nearby Port Celestino to the Guild complex’s East.
But most of the Guild’s services are free for members; and are nothing to scoff at. The Guild holds many facilities; notably including a sizable gym and pool, a recreational lounge for members while they’re off-duty, basic two-room dorms for all members (along with a slight few more luxurious suites for those willing to pay extra for them), a kitchen and dining room offering a free three (admittedly rather basic) meals to members every day, a staffed archive of past mission summaries and helpful literature for teams, an on-site supplier for most basic goods teams and the Guild overall require, and a professionally staffed infirmary.
To upkeep and upgrade these facilities are a full consignment of various staff, and naturally one step above them would be the true overseers of the organisation; the four Guild Masters; ever the subject of debate among members as to the effectiveness of their strategies and choices. However, in the end their effectiveness is unquestionable; as their mix of personalities and opinions somehow work out… not that there aren’t still disagreements, of course. The duty of the four is first and foremost to decide the primary overall objective of the Guild’s more high priority missions; generally aided by the sway of the politics of the time; as well as decide on which members deserve to be rewarded or punished for their actions or lack thereof.
However, even they; the supposed best of the best of their time realise they are mortal; and thus are all expected to take on Apprentices; picked out from the ranks of the Guild or from outside it personally; who they will train to the best of their abilities to prepare them to take their own places as the new generation of Guild Masters. Their choices in their Apprentices; particularly if they are people from outside the Guild tend to earn them a lot of spite from regular members of the Guild; and this spite naturally carries over to some members’ treatment of the Apprentices, too.
And such spite towards any member is really rather common. In a trade that is so often violent and truly requires people of all sorts it is common for teams to form rivalries with one another; for high ranking members and low ranking members like to form hatreds for particular Guild Masters and their decisions. And not all of it is simply over-reaction, too; it cannot be denied that the Guild has sometimes caused much more trouble than it’s worth. But only now is this high tension beginning to seriously hit a crescendo; as the stress of the chaos across the island has begun to weigh down on the Guild Masters, members and faculty alike; forming the establishment of a new category of bandits: teams who have gone rogue; perhaps out of spite of the Guild; out of greed for better rewards; or simply out of hatred for their fellow ‘mon.
With all the stresses of the chaos around the island and the Guild’s recent output of bandits; along with the government of the island’s refusal to use military to deal with the Legendaries’ threats all eyes have settled on the Guild as its leaders have made the decision to act against the destruction caused by the rogue Legendaries… for better or worse.
Rasch Desert:
South of Esther City is the spacious Rasch Desert; spanning the majority of the Southern half of the continent and acting as the divider between most of the major landmarks of the area; and the major divide between the most civilised cities and towns of the North and the few and far between outposts in the rather inhospitable South.
The desert itself is probably the best proof of this inhospitable climate; as it is but miles and miles of sand; with very few plants across its entirety; and even fewer animals. The only notable landmarks for wanderers to work with are the few minor sets of ruins and the daunting canyon formed in the centre of the North-Eastern section of the desert. The only settlement in the entire desert is the minor but hardy town and its accompanying airport on the far South edge of the desert; only ever really visited y outsiders as a conduit of travel towards the slightly more hospitable areas on the Southern edge of the desert.
Of course, such an inhospitable area makes for a perfect home for bandits and the like who can prey on any travellers without the money to use aerial methods of travel; since its horrid heat and overall emptiness make it an impossible place for any law enforcement to work in; making any crime that occurs there nigh-on untraceable. But really, in the end; if you’re robbed in the middle of such a desert then it’s pretty much a guaranteed death sentence anyway…
Deprimiert Jungle:
Directly South of Esther City; albeit beyond the Rasch Desert; lies a fringe of jungle along the Southern coast of the central island; rich in resources and wildlife… and which is just about as inhospitable as the desert to the North of it. Notorious for its population of hostile wildlife and poisonous plantlife, the jungle is generally and smartly avoided by explorers and tourists alike.
However, there is some draw to the horrid jungle; as the few brave or stupid enough explorers and scientists that dare to journey through the thick undergrowth continually manage to find notably ancient ruins; showing signs of a culture wiped out by the original founders of the islands. Naturally the relics of and the information related to this long forgotten race goes for a high price and for a high reputation; both managing to draw plenty of daring folk into the deadly jungles every year.
Naturally the dangers of the jungle and those who fall prey to such dangers bring the attention of the Guild and their members; leading many of the higher ranking members and teams to work in the jungle in order to gain the typically large profits that come from those who commission aid from the horrid jungles. All in all, the Guild looks down upon such practices given the dangers of the jungle, but for the Guild every coin counts; regardless of their origins.
Category Story / Pokemon
Species Pokemon
Size 50 x 50px
File Size 34.5 kB
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