Force of Arms

*
 
  FOA Portal Home Help Login Register  
Welcome, Guest. Please login or register.
May 23, 2013, 08:30:17 AM

Login with username, password and session length
Search:
    Advanced search
Karma can be voted by members with at least 25 posts.
9,581 Posts in 1,080 Topics by 3,133 Members
Latest Member: Einherjar
Pages: [1] 2   Go Down
  Print  
Author Topic: Adnarim - The Savage Settelment  (Read 5173 times)
Cordrone
Special Agent
Mech Pilot
*****

Karma: +2/-0
Posts: 47



« on: April 24, 2007, 02:30:47 PM »

Adnarim – The Savage Settlement

   Adnarim is the home to a band of murderous desert marauders who conduct raids on outlying areas. It is located in the northern hemisphere of the planet in the scorching desert area. The main structure is comprised of large transport ship that appears to have crashed into the rolling sand dunes long ago. (When or who’s transport is unknown) A large and constant stream of highly radio-active smoke plums skyward from the still exposed main engine that appears to be operational on some level. The decaying hull is adorned with insane markings, red paint, and the bodies of unfortunate victims in various states of decay. Around the downed ship hull are many tattered tents that are scattered in a random chaotic fashion.

   The second largest “structure” is what can only be described as a mech bone yard. Damaged, destroyed, and weathered mechs and other heavy equipment (construction and military) lay about in a somewhat organized way; many still contain the bones of their previous owners. In the center of this junkyard is a wickedly crude but fully operation mech repair facility. Like the wrecked transport it is covered with similarly morbid decorations. Also in the savage junkyard are smaller buildings, some adjoining the mech hanger, that are used in the construction of the savage sand skiffs used by the marauders. Everything in the facility appears to be powered by the engine of the downed transport.




Since I’m not sure what the idea is behind the folks in Lorescape 2 really is I’m just taking a shot in the dark as to their nature. The more I thought about it the more I like the idea of these marauders. Playable as a race or not I think they make for a nice additional overall threat to players and make for a good common enemy for all and a nice plot device perhaps.

I don’t know if it matters if their origin is known or steeped in mystery but this is what I was thinking.


The marauders get most of their equipment from the raids they conduct on outlying settlements. While savage they are not ignorant of technology though they seem to have a complete disregard for their own health and safety. The few who have seen and survived an encounter with these killers tell of there patchwork mechs reaching great speeds despite their tattered appearance. It is thought that they accomplish this by over-clocking their reactors and running without containment (Most of their mechs billow smoke and emit high levels of radiation). This would mean death to a normal person but these savages seem to be very resistant to the effects. Have been exposed to radiation for generations? Who really knows, but it would help explain their savage (some say cannibalistic) behavior and appearance, none of whom seem to have hair anywhere on their bodies. Most of their mechs weapons are crude but very effective especially at close distances and one of their favorite tactics is to close on a smaller, weaker, slower, or out numbered enemy as a group and quickly disabling but not destroying it. It is then hauled away by any means necessary into the dessert as quickly as possible with a few mechs or sand skiffs providing a distraction or cover.

What do you think?
« Last Edit: April 25, 2007, 08:22:50 PM by Cordrone » Logged

"We gotta go to the crappy town where I'm a hero!"
pht
Mech Leader
***

Karma: +1/-0
Posts: 55



« Reply #1 on: April 25, 2007, 03:17:49 PM »

Nice, but it's desert, not dessert.  Grin

Otherwise, good ideas.  Wink
Logged

Cordrone
Special Agent
Mech Pilot
*****

Karma: +2/-0
Posts: 47



« Reply #2 on: April 25, 2007, 09:30:33 PM »

LOL! Thanks, I'm dyslexic. That's a common miss for me.
Logged

"We gotta go to the crappy town where I'm a hero!"
Mr_Red_X
Special Agent
Mekkor Apprentice
*****

Karma: +3/-0
Posts: 181



« Reply #3 on: April 26, 2007, 02:16:28 PM »

creepy! that is what I think

but it's nice, somthing better than kulaks to shoot at.
Logged
pht
Mech Leader
***

Karma: +1/-0
Posts: 55



« Reply #4 on: April 26, 2007, 05:16:33 PM »

LOL! Thanks, I'm dyslexic. That's a common miss for me.


Seriously? ... that would explain all those times you shot me in the back in MW4 ...  Shocked
Logged

Cordrone
Special Agent
Mech Pilot
*****

Karma: +2/-0
Posts: 47



« Reply #5 on: April 28, 2007, 05:53:04 PM »

Did I do that? That was you? My bad! I'm sure that won't happen in this game.  Grin
Logged

"We gotta go to the crappy town where I'm a hero!"
Cordrone
Special Agent
Mech Pilot
*****

Karma: +2/-0
Posts: 47



« Reply #6 on: May 03, 2007, 09:59:54 PM »

Basic Layout:


Opinions?
Logged

"We gotta go to the crappy town where I'm a hero!"
Shadow Star
Genoman
Wardog
Mekkor
*****

Karma: +7/-1000
Posts: 291


World Designer


WWW
« Reply #7 on: May 04, 2007, 05:01:32 AM »

nice map Cord. any chances of linking a larger version of it?

All submissions are looked at equally, unless of course there is a large influx of possitive feedback from members of the community. The more possitive feedback any entry gets, the more it is looked at. So if you like it, write up a post saying so and add any ideas you may hav for it yourself. The more you work together as a community the more we will take notice of it. There is no promise that it will absolutely make it into production as is, but all ideas are accepted and encouraged.

(No i cant spell, and i know i ramble a bit Smiley )
Logged

RP Info:
Call Sign: Shadow Star
Real Name: Restricted to Genoman Personnel
Corporate Affiliation: Genoma

History is made every day. How will you be remembered?
Cordrone
Special Agent
Mech Pilot
*****

Karma: +2/-0
Posts: 47



« Reply #8 on: May 04, 2007, 05:16:21 AM »

Sure, I can blow it up a good bit. It's just my rough draft. Wanted to see what everyone else thought first. Is there a min size req? I'll make it as large or small as you like amigo.  Grin
Logged

"We gotta go to the crappy town where I'm a hero!"
Shadow Star
Genoman
Wardog
Mekkor
*****

Karma: +7/-1000
Posts: 291


World Designer


WWW
« Reply #9 on: May 04, 2007, 07:03:44 AM »

Try not to make to image so large that it takes forever to load. But if you wish to enlarge the main part of the settlement so people can get a better feel for it. Seeing as the image is only seen when this thread is looked at unlike signatures, a bit of leniency will be given for size.
Logged

RP Info:
Call Sign: Shadow Star
Real Name: Restricted to Genoman Personnel
Corporate Affiliation: Genoma

History is made every day. How will you be remembered?
Cordrone
Special Agent
Mech Pilot
*****

Karma: +2/-0
Posts: 47



« Reply #10 on: May 12, 2007, 09:48:12 PM »

   This big enough for you Shadow?

« Last Edit: May 12, 2007, 10:24:08 PM by Cordrone » Logged

"We gotta go to the crappy town where I'm a hero!"
pht
Mech Leader
***

Karma: +1/-0
Posts: 55



« Reply #11 on: May 13, 2007, 01:25:14 AM »

dang. Good work cord.  Shocked
Logged

Shadow Star
Genoman
Wardog
Mekkor
*****

Karma: +7/-1000
Posts: 291


World Designer


WWW
« Reply #12 on: May 13, 2007, 09:33:24 AM »

BIGGER!!!!! nah, just kidding. that is fine Cord. looks good.
Logged

RP Info:
Call Sign: Shadow Star
Real Name: Restricted to Genoman Personnel
Corporate Affiliation: Genoma

History is made every day. How will you be remembered?
Mastiff
Wardog
Mekkor Apprentice
*****

Karma: +3/-0
Posts: 169


« Reply #13 on: May 15, 2007, 07:25:57 PM »

Just dropping in to applaud the efforts being put into this settlement. Keep up the good work.
Logged
D3athsong
Special Agent
Mekkor Apprentice
*****

Karma: +7/-1
Posts: 150



« Reply #14 on: May 15, 2007, 10:03:32 PM »

Very nice.  I like. kudos to ya cordrone.
Logged
Pages: [1] 2   Go Up
  Print  
  
Jump to: