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Donavin Jones
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As of recent in 2009, the combine have discovered valuable mineral clusters in the oceans around the world. While draining the ocean has revealed some of these clusters that reside near the beach. Many of the more valuable and better resources reside deeper, and the combine being impatient decided to send down expedition teams. Mainly CWU or CPs and CMU. These stations varied in size, some ranging to about 15 people max, all the way to 300, excluding colonies. Sometimes, these outposts will hold civilians in them - usually underclass being sent for labor, and even on rarer occasion. Biotics. As of now, there is a total of 438 different stations, each having its own unique purpose in where it stands. Lets talk about the most common stations before we delve into the politics of the underwater, its materials and biomes, and then most importantly. Its monsters.
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Habitation
Usually the most common kind of outpost, and generally the newest ones awaiting proper processing. Before being processed into a proper station, it usually acts more like a checkpoint for submarines or transport to restock. Their crew will always consist of - CWU / CMU / CP / CITIZENS

Mining Outposts
You will find these deep near the ocean floor, always near valuable mineral clusters. Mining Outposts work well for the combine, and you'll always see either a Habitation Outpost or a CP Outpost near them for easier transport and up to the surface. Mining Outposts are always in a sense of danger however, due to the pressure and the fact the more dangerous beasts lurk where most of them are, being assigned to one isn't really good news. Their crew mainly consists of - CWU / CP / BIOTICS / CITIZENS

Research Stations
Research Stations make it very easy for the combine to discover and use any new minerals they find without having to bring it to the surface, but rather send them to the research stations for processing. You'll always see different kind of sea monsters from Xen inside enclosures for research purposes, as with other alien materials that have arrived on our planet. Mining Outposts will send in minerals they mine, especially new kinds of minerals. Their crew always consists of - CWU / CMRU / CP / BIOTICS

CP Outpost
CP Outposts were made specifically to counter any sort of rebellion that would be bound to happen in these stations. Thus, these outposts old a large quantity of Civil Protection and even Transhuman Arm. They are always stationed near Mining Outposts, or the only 20 Colonies or 'Cities' to exist under these dangerous depths. Their crew always consists of - CP / OTA / CMRU

Colonies
There are only 20 to exist, due to the fact that they draw attention to a lot of sea monsters. Right now, only 2 colonies reside in the far-depths they call it. The rest, in the deep. The Colonies typically hold around 800-1500 people, all of which working to keep the colony safe. Inside the colonies holds improvised Research Stations, and Mining Outposts. Their crew always consists of - CWU / CMRU / CP / OTA / CITIZENS / BIOTICS

Abandoned/Destroyed Outposts
Typically this occurs as a result of either an large alien-creature roaming the waters causing trade to be nigh-impossible, alien infestation and fungi entering the outpost. Or bandits. One thing for sure is, usually they don't get reactivated most of the time. However, independent sea-farers are given contracts to either destroy the outpost entirely or remove the threat in it to allow a group to go and reactivate it.

These usually allow messages to be brought from one station to another from Beacon Outposts.
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T.U.R
The Underwater Republic
The T.U.R is a full blown resistance group that has taken much influence on many of the stations and on 2 colonies. The T.U.R aims on making the underwater world independent from the combine controlled power U.C.U, whilst still attempting to keep easier relations on them. Of course, such has failed and majority of the time it ends in total submarine warfare. Most radicals have even gone as far to blow up entire stations. The infamous case on the 'capital' of 'Aurora Tie Colony', originally a population of a staggering 7800+ reduced to about 3280 after a bombing during an election of the new leader of the U.C.U. The U.C.U blamed the T.U.R, the T.U.R have denied these claims. What is known, is that they do not like to work with any other resistance group, and have in fact bombed outposts before, all be it not to the scale as what happened in Aurora.
Their Leaders Are.
Tga'Luii
Victoria Smith
Their Goals Are.
Wipe out the U.C.U.
Allow for more Democratic Societies in the Underwater World.
Become fully neutral, and deny any land resistance.

U.C.U
Underwater Civic Union
The U.C.U is controlled by the combine, but under a different name and simply is semi-autonomous like the CWU but with far more restrictions. The U.C.U controls all of the stations in its hand with an iron fist, threating to cut off any supplies and even raid any outposts who dare appose its reign on the region. Despite being controlled by the combine, it does have some free will. The CP's who serve under it have more loyalty to the U.C.U, then they do the combine. However such is treated with high punishment. Or so the U.C.U says. The U.C.U uses a different kind of physical currency, calling them TUKS. Or simply TK. It is used by everyone, including the T.U.R. The U.C.U produces majority of the localized resources given to other outposts, other then supplies sent from above.
Their Leader Is.
Maxwell Kurt VI
Their Goals Are.
Bring Unity to the Ocean.
Become fully independent under the combines rule.

The Ascenders
The Ascenders is a cult, one the U.C.U and T.U.R both equally despise. A heavily unknown fungi runs rampant on the walls of the ocean, and typically enter the ship. Simply known as 'The Zombie Flue'. More will be explained on it later. What these people believe is, if they grow resistant to it and then allow it to enter them. They will ascend to a greater being, and become one with the ocean. Obviously, Civil Protection and T.U.R Rebels take swift action, but some have done this. Many times it has failed, but rumors have spread it does work. the U.CU and T.U.R take swift action to suppress this. Their leaders are unknown, and are simply known as The Acolytes.
Their goals are.
Ascension beyond any means.
Destroy the U.C.U.
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Fulgophase
Fulgophase is a mineral composing of an unknown ore to the U.C.U and the combine, however what is known is it produces a large quantity of energy. These are extremely difficult to find, and lie very far into the very dangerous areas known as the 'Abyss'. It has its use in both creating power for generators, and for weaponry. The Fulgophase is still under heavy research, due to how unstable it is, some outposts outright refusing to have it. Fulgophase has a tendency to explode, and when it does, it produces a large sum of radiation. It goes up to around 8.500 TK on the market.

Crelorium
Crelorium is rich in both Copper and Lead. Very rich in it. Its origin is very much unknown, to the point not even the U.C.U or the Combine knows where it came from, but they do not care. The Crelorium mineral provides enough lead and copper that only one node can produce enough lead to make about 10.000 bullets. Crelorium is quite common, trying to find it isn't hard but the price on it can give you quite the pretty penny. Many independent sea-farers typically mine the node and sell it for a price of 3.400 TK.

Hydrophosphorus
Hydrophosphorus is as the name suggests, it is an ore that resides on the top of underwater caves and contains Hydrogen and Phosphorus. Despite the fact this is quite a useful ore, most miners will either dump or leave the Hydrogen despite the fact it can be quite valuable for powering electronics. Its price usually goes up to about 700 TK.

Incedium
Incendium is an extremely unknown ore, and has only been discovered 3 times. The ore, despite being in a crystal form is extremely hot to touch and explosive. Containing large sums of the unknown crystal Incendium, phosphorus, and uranium. Requiring very special equipment to remove. Incendium is only known to create a very high portion of power, being able to power up an entire colony on its own. But due to its dangers, and rarity. It is still under research. Contracts for anyone to find these Incendium ores pays to about 50.000 TK.

Brockotenite
Brockotenite, is a lot like Incendium in terms of rarity. However, not as explosive. This ore is very unknown, as it for some reason contains hint of Human Blood. Scientists have theorized this is due to the portal storms, and many incidents where Humans have been taken by the portal, and most likely imploded. Potentially merging with this ore, which has some similarities to Hydrophosphorus. The Ore contains Phosphorus, the highly confusing properties of Brockotenite and a large quantity of Iron. Only 24 nodes have been discovered, all of which holding Human Blood in it. The unknown properties of Brockotenite as a whole has been discovered to be useful in creating anti-paralysis drugs.

Aragornest
Aragornest is very rich in Calcium, Sodium, and Lithium. Aragornest is everywhere, especially in caves. Its also hard to miss, due to the fact it glows as bright as car lights, which attracts many of the beasts at times and whatever underwater alien fish exist in our oceans. Aragornest does not sell for a lot, due to how common it is usually going for about 120 TK. Most independent sea-farers keep it for themselves and scrap it down.

Physcone
Physcone resides in the abyss, but unlike Brockotenite and Incendium, it has been found the most, 102 nodes found. This ore contains only the Physcone, and only appears in small quantities. Physcone has been discovered to be quite useful in creating metal, 10x stronger then Steel. Making this not only a very highly demanded ore, but an expensive one. The T.U.R control most of the stock of this ore, and refuse to give it out which only tightens the tensions between them and the U.C.U. Exactly 15 submarine hulls compose of this material.
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Bone Crushers
As the name suggests, their jaws are strong enough to bite bones in half. Bone Crushers are common in the ocean, and usually roam in large swarms of around 15-20. They sometimes loom around caves if frequent human activity is in it, and let out an absolutely bone chilling scream which causes peoples flight or fight sensors to kick off. However, killing them is quite easy. Due to the fact their usual prey on xen were usually defenseless, their armor is not as strong as people think it is other then their head they use to ram the bottom of submarines. Usually, a group of 3 people can kill 5 of the bone crushers before eventually being overwhelmed. Bounties on these pests usually go up for about 5.000 TK.

'Tigers'
Tigers is an interesting but fitting name. They roam in packs, but are quite slow due to the amount of armor on them. Conventional weaponry and even some pulse weaponry are not suitable for this creature, it can get the job done. But explosives are far more effective, or heavy objects like sledgehammers or crowbars to chip away at armor but that is quite risky. These creatures can rip off flesh in one bite, their jaws have specifically been designed to not cut through bone at all. They usually roam in packs of 3 or 6 and can be very easily avoided.

Trukas
Possibly the most disturbing creature, and even more disturbing is that it was created by the U.C.U by total accident. They attempted to merge the genes of one of the 'Tigers' with a human, which resulted in 30 of these abominations to be made and released in the wild. As of now, only 700.000+ exist, and their terrifying features can make anyone shiver. Thankfully, they are easy to kill.

'Hammerheads'
The name fits, weirdly these beasts do not have a mouth. Or, a jaw. Their eyes work s their mouth, retracting their eye to create some sort of spear like tendril to bring in whatever food they acquire. The hammer head is very intelligent, always ambushing submarines and attacking from the top to send them as far down into the ocean floor as possible. They are quite tough to kill, usually submarines will attempt to evade them as quickly as possible rather then fighting. Bounties for them go for about 9.500 - 11.000 TK.

Giant Squid
Despite it being called a Squid, it is far from one. It is possibly one of the largest creatures you'll see, being the size of 2 sperm whales. Despite this, it is the most docile creature you will see as long as you do not attack it. Most Sea-Farers move with the Giant Squid due to the fact most monsters do not go near it other then the Abysal monsters. Unlike most other monsters, where upon birth it will look identical to its brood from the egg. Giant Squid are compared to Mammals, giving birth to tiny pinkish Squids comparable to the size of a regular human
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