The Sunshine State

Post » Mon Dec 06, 2010 6:19 pm

Please Read This Note:

This is largely cribbed from an RP that was started and then aborted by another user, Dan2277. As such many users contributed to it and held positions already, therefore it could potentially be sometime before any positions are available. I have contacted each person involved in it and asked if they want to participate in this rebirth. If they do their positions are, naturally enough, theirs. If they decline others may submit a CS to me and either assume the existent character or create their own.

I hope you will see that I have edited it a good deal so that the idea has been morphed into something of my own. If you have read my stories you will likely see where my hand has been active.

Please do not post in this for any reason, just yet, rather send me a PM

Timeline


October 2277:
The Brotherhood of Steel, with the help of the Lone Wanderer, defeat the Enclave and assume control over the Water Purifier and the Capital Wasteland. The Enclave is then systematically eradicated from the Wasteland and order is restored.



October 2277-2280:
The Brotherhood maintains control over the Wasteland, and gains considerable influence. The Outcasts begin to pressure Elder Lyons, running sabotage missions on water caravans.



January 2280:
Elder Lyons begins his final stage of eradicating the Super Mutant presence from the Capital Wasteland, it finds much success at first, but supplies dwindle as the BoS finds itself in a war against both the remaining Super Mutants, banded together by fear of this genocide, and The Outcasts. Lyons, unable to handle the situation, puts Sarah in charge of dealing the Outcasts.


June 2280:
The Outcasts have put a serious damper on BoS operations. Both sides are well suited to battle each other, and every day the BoS loses manpower due to suicide and desertion. The BoS becomes strained on both fronts of a fight it cannot win.



October-November 2280:
Inside the Citadel, Elder Lyons realizes his time is coming. He falls ill and Sarah and the Lyons Pride are put in charge of the BoS. Late that November Elder Lyons dies of age, and a fight for control of the BoS begins. There are those who side with Sarah Lyons, but others do not care to operate under such a monarchy. Many come forth as leaders and many are put down.



December 31, 2280:
Sarah Lyons dies while on patrol with the Lyons Pride. Many in the BoS accuse one another, convinced her death was not the result of some skirmish out in the wasteland. The forces of The Outcasts soon arrive on the Citadel's doorstep.


July 2281:
The Outcasts, weed their ways into these segregated BoS groups and take control of them. The Outcasts are once again joined into the BoS, but this time on the ruling side of things. A leader is yet to be chosen, but many things in the BoS change. The Capital Wasteland's people are left without the aid of the once generous BoS. Many go hungry and are forgotten about. Their sun-bleached bones littering the Capital Wastes.



2283:
After months and years of fighting again, the new East Coast Brotherhood of Steel finds a leader. He is Chancellor Adam Gaul. In the following months he will bring the East Coast BoS together, under one ruling fist of power. Recruitment is non-existent from the Capital Wasteland; except for the usual cannon fodder on the front lines. Chancellor Gaul, with the might of a newly united and newly gathered BoS, all but utterly eliminates the Super Mutants in the Capital Wasteland, getting praise from those forgotten and those in the BoS. Those few Super Mutants who have survived flee to the South.



April 2283:
Chancellor Gaul, still celebrating his victory in the Capital Wasteland, decides that expansion from the Capital Wasteland would do the BoS some good. Several northern states are soon consumed by East Coast BoS forces. The Pitt holds out.



2284-2285: The Pitt battles fiercely. Strong industry and support from the legendary Lone Wanderer allow it to prevail for some time, but ultimately it is a war of attrition. With the death of the Lone Wanderer, and countless other brave souls, those who remain lose the will to fight and surrender. Now waving a Black and Red flag, with the old Outcast symbol on it, The Pitt is overtaken and destroyed. From its ashes many bickering nations states rise up, they are systematically burned from the face of the Earth until only the BoS stands, triumphant.


2285:
With the Pitt in their thrall, and technology scavenged from the remnants of the Enclave, the BoS begins manufacturing Vertibirds and modifying the Vertibird designs to create land based vehicles. The war machine rolls on.



2285-2287:
For three long bloody years, The Brotherhood of Steel war machine extends its influence over the entire East Coast, pouring the spoils of war back into the war effort in a terrifying cycle.



March 2287:
All coastal states have been absorbed by the Brotherhood one by one, except Florida. The BoS has proven unable to keep control. Their gradual south bound sweep of the other states has resulted in considerable resistance forces accumulating in Florida. Guerrilla warfare and the state’s distance from DC, still the Eastern BoS Base of Power, have allowed the state to survive this long.

Gaul is not one to accept such limitations. March 27th he gathers his advisors and begins planning. For the next three months the BoS will plan their assault on this last remaining outlier. They will marshal their forces.

Meanwhile, the factions that have risen to power within Florida find themselves struggling to overcome long legacies of distrust and fear. They struggle to unite against the coming tide of war. And war never changes.







Your Role:

Those who have played before/those who replace them, will be the political and military leader of your faction, you will interact with other leaders and faction's through treaties, conventions, and battles.

Those who come later will play members within these factions



Rules:

1. No character controlling of any kind.
2. I am in charge.
3. If you want to have a battle with someone, or negotiate a treaty, or meet with another leader, you must PM me first, WARNING: I may or may not approve
4. No ubering.
5. No ubering.
6. Since this is my first (hopefully) big RP I may add additional rules. I'll try not to.
7. If you step out of line your character may be replaced with another. I don't ever want to do this, really I don't, but I will if it's really needed.
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Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Mon Dec 06, 2010 7:15 am

Map by K1llaChinchilla: http://i446.photobucket.com/albums/qq184/Terra_Firma_Inf/Map.png?t=1273932433


Regions from Left to Right and Top to Bottom

Region: Alpha
Writer: K1llaChinchilla
Faction: The Eisenstahl City State
Leader: Emmet Eisenstahl
Background:
Spoiler
Name: Emmett Eisenhauer, Chancellor

Age: 48

Race: Human, White

Appearance: 6ft Average build, slicked back grey/white Hair, somewhat weathered appearance

Clothing/Armor: Brahmin-hide clothing, greatcoat with steel plating, dark grey in colour, cotton underclothes under coat.

Weapons: A Railway Rifle for a main weapon and a large caliber pistol as a sidearm.

Bio: Emmett Eisenhauer is the most recent addition to the Eisenhauer family line, a line that stretched far back before the pre-war period. He grew up inside the fortified walls of Eisenstahl, his family’s capital, in relative safety. His mother, Reanna, had taught him the skills he would need to lead the city and its inhabitants and keep them safe from danger.

His mother had died some 20 years ago, leaving the young man in charge of the city and its surrounding area. Emmett, now 48, has expanded the city’s area of influence, with Eisenstahl activity reaching as far as Panama City. Residing in the fortress city, Emmett is tasked with defending the family’s heritage and the people it serves. Emmett faces this task with a element of optimism, seeing the rest of the wasteland as somewhat distant. This disconnected nature is probably due to the vast distances between himself and the other factions and the isolation with which the city state finds itself in. However the trade routes he has established with other factions allow Emmett to visit the other factions and keep up sometimes strained relations, particularly with the D'azzi family in Daga Bay which he often travels to by ship to renew the vital trade deal with the head of the family, Marco.



Zone Chosen: Alpha

Zone Geography: The city of Eisenstahl is the capital of the zone and is a heavily fortified industrial city, with functional factories and docks. The city has large resource reserves left over since the Great War and the Vault at the centre of the city serves as the seat of power for the Eisenhauer family. The large nuclear reactor at the centre of the vault provides the city with adequate power for both its inhabitants and its industries. To the north of the city lies the only viable farmland in the zone. Separated from the rest of the zone by the Escambia river, this area has somewhat remained little affected by the fallout. The river, host to incredibly dangerous marine life has kept the area safe from the other creatures of the wasteland beyond the river. Only a small amount of the mutated creatures there are dangerous and Brahmin make up the majority of creatures in the area. Used as farmland by the Eisenstahl faction, it provides only enough food for the city of Eisenstahl alone and is considered highly valuable to the faction.
To the east of the river, the area is a mixture of dense woodland and boggy marshland, both of which serve little economic value to the Eisenstahl City State, instead serve as a formidable natural defence. These areas remain largely undeveloped as the marshland makes for incredibly difficult terrain for moving heavy machinery and equipment. Any attempts to do so lead to the loss of said equipment and usually life. This marshland stretches across the upper area of the zone and then arcs down at the far east of the zone, surrounding the former city of Panama. This marshland also stretches down between the three pre-war cities, reaching near the coast in some places. Where there is not marshland, there is wasteland, usually situated near the coast were the marshland has not reached. This wasteland strip joins Eisenstahl with the two cities of Eglin and Panama and backs off onto the coastal road that provides a vital trade link between the city and the cities. Because of the restricted geography of the zone, the main area of activity is the coast. A fortified road provides the safest method of on road travel; however ships of various kinds hug the coast and travel between the areas, using the number of bays along the coast as safe stop off zones.
To the right of Alpha is Phi, a zone inhabited by the raider group “Red Suns”. Phi is considered a no go area by many Eisenstahlans considering its inhabitants, however the Red Suns have enjoyed a period of peace with the City State in recent years, and limited trade is done with the group in the frontier city of Panama.

Name of Faction: The Eisenstahl City State

History of Faction: The Eisenhauer family owned the large and wealthy manufacturing company Eisenstahl Heavy Industries. The business, then controlled by Walther Eisenhauer, had controlled most of Pensacola, a small but heavily industrial city in the far northwest corner of the state of Florida and had lucrative ties with Vault-Tec, producing most of the vault equipment for the state of Florida. As their wealth and influence grew, the Eisenhauer family bought the remaining property left in Pensacola and so the city was now the property of the Eisenhauer family. Through their wealth, the family built their very own independent Vault in the heart of Pensacola, which whilst much larger in comparison to other Vaults, lacked some of the more advanced technologies that standard Vault-Tec facilities enjoyed. When the bombs fell the Eisenhauer family and the most valued Eisenstahl workers were evacuated to the Vault and saved from the nuclear fallout. Life in the Vault was not as comfortable as the Eisenhauers had hoped (such is the danger of a self built Vault).
As the fallout cleared and the area became mostly safe to venture out into, the Vault door was opened. From the heart of Pensacola, the Eisenhauer retook control of the city and slowly it was rebuilt into a mainly working city. The city was renamed Eisenstahl after the company that had belonged to the Eisenhauers so long ago and defences were built to ensure protection for the inhabitants. As the population grew, the City state expanded its influence and reclaimed the ruined area of Eglin Air Force Base and most recently the dock section of Panama City, heavily fortifying both and garrisoning troops in Eglin. Now an industrial power, the City State of Eisenstahl and its Chancellor Emmett fight to defend its cities from the wastes and the dangers it holds.

Faction's Specialties: The City state of Eisenstahl is a centre of heavy industry within Alpha, trading with other factions mainly for food in exchange for machinery. Because of the particularly hostile nature of the marshes around Eisenstahl and the coastal cities, the population tends to stay grounded to their city and only a brave few have volunteered to travel out to the cities along the coasts. Because of the industrial facilities and resources available to Eisenstahl, the faction’s specialties are in defensive and somewhat armoured warfare. Eisenstahl is heavily defend and the two other cities are also well defended, with docks providing the main trade route for supplies.

The City state has a limited number of vehicles, both ground and naval, at its disposal which it uses to ferry supplies to the city and also for defence. The faction’s strengths lie in its defensive capability and its resources; however its weaknesses are its inability to attack far from a base of some sort and its reliance on trade with other factions to provide food supplies for its vital cities. The faction excels at producing conventional technology such as nuclear fusion powerplants, vehicles and weapons, but it lacks the advanced technology and robotics of some factions. Even so, Eisenstahl is a formidable opponent in conventional warfare.



Region: Phi
Writer: Silly Cat
Faction: Red Suns
Leader: Keith Coffield
Background:
Spoiler
Name: Keith Coffield

Age: 34

Race: Caucasian

Appearance: Oily black hair with a rugged wasteland beard. Despite being a raider at heart, is usually clean of any grime or blood when not in battle. Rather tall height with a muscular body. (After all, in order to be a leader of raiders, you better be able to kill any of them who disagree at any time)

Clothing/Armor: A necklace with several "trophies" collected from previous battles. Wears the fur of wolf as a cape, along with as a small combat vest for some protection while maintaining maximum mobility. Wears damaged and faded brown pants cut down to shorts. Also wears a skull of a mutated alligator in battle.

Weapons: .357 Magnum, and a Homemade Longsword

Bio: Keith Coffield is the son of Jackson Coffield, the man behind the formation of the Red Suns. Keith was treated with royalty, well what royalty there is in being a raider. He was able to learn everything he need from his dad, as he never found out what happened to his mother. He is much more intelligent than the average wastelander, and knows how to use military tactics in the battlefield, which has allowed the faction to be as successful as it is

Zone Chosen: Phi

Name of Faction: Red Suns

History of Faction: The faction was originally just a group of raiders, who banded together in order to get what they wanted. However, one raider suggested that there would be a benefit if they conquered the locations they raided, rather than simply leaving them behind to recover. This man was Jackson Coffield, a man originally raised by two wastelanders who happened to know quite a bit about survival, and still knew how to read, a rare ability in the wasteland. Unfortunately, Jackson's parents were killed in a massacre in the town they resided in. Shortly after, Jackson joined the same group of raiders responsible for killing his family. However, Jackson intended to organize the raiders, and start what soon would be a powerful faction in the wasteland. Eventually, he rosed to power, and was in charge of the newly founded faction, the Red Suns.

The Red Suns were able to conquer what is known as the Phi section of Florida. Shortly after, they encountered other factions, and since then the faction has been mostly still in their region, not trying to conquer any other near factions due to repeats of little success. Since the passing of Jackson, Keith has tried to make negotiations with other factions, which is regarded highly controversial among other members of the Red Suns.

Faction's Specialties: Being raiders, their technology is inferior to most of the other factions in the Florida region. What they lack in technology and firepower is numbers, and strategy. Since everyone in the faction is trained to be a warrior at birth, all of the Red Sun raiders are trained in firearms, hand to hand combat, and are taught how to use psychological warfare. Most raiders are usually only equipped with a melee weapon of sorts, and a one handed firearm. Some carry an explosive for suicidal use, or as a last resort. The common tactic with the Red Suns involves charging fast in every possible direction, and to kill their enemies in the most gruesome way possible, in order to scare the other enemies into retreating, or simply becoming weaker. Some charges led by the Red Suns have used vehicles, including riding the local wildlife, and motorcycles. If not for their numbers and speed, the Red Suns wouldn't even exist.



Region: Beta Zone
Writer: grandobsidian
Faction: The People's Frontier
Leader: Able Bronswick
Background:
Spoiler
Name: Able Bronswick

Age: 38

Appearance/Race: Caucasian, male, 5'8", 165 lbs, black hair

Armor/Clothing: White Shirt, Hunter's camouflage vest, rough jeans, cowboy hat.

Weapon: Ruger mini 14, Woodcutter's hatchet.

Location: [Edit]Beta Zone

Faction Name: The People's Frontier

History of Faction: The southern coastal region is pristine subject of apocalyptic desolation. Clean water is a vital resource only available after a process of desalination and de-irradiation. Further inland zones are more populated by ghouls born in the blast or from a "lucky" case of rad-poisoning. Other mutants spawned over generation creating the more monstrous and crudely built swamp-breeds that haunt the local legends.

Stuck between an endless ocean and dark swamp, a young Able Bronswick began his dream of carving out a real existence instead of a basic means of survival. Though his family had more privileged access to fresh water and food, Able convinced himself life could be better not only for himself but for the suffering wretches of the Gulf-coast. At 26, he had found a handful of like minded individuals to begin his campaign. More settlement fell in line through a dashing use of charisma and deceit and others were beaten into line or trampled underfoot. Even the swamp-breeds and ghouls that were still mentally stable were recruited.

Able began calling his empire "The People's Frontier" proclaiming his mission of advancing his people's place on the earth. His operations involved underhanded tactics to secure supplies and land while attempting to maintain a peaceful appearance by deploying "unsponsored" raids by skilled hunters and mutant soldiers that couldn't be decisively linked back to his nation-state. Gradually, the Frontier gained a foothold allowing them to remain largely self-sufficient but never overlooking the opportunity to continue raids on small borderland settlements when more supplies were needed.

Faction/Specialties: The Frontiersmen live by simple means. They live off fish and whatever game they can drop. These people are also less technologically savvy then then northern states, but have mastered some crude machines that supply basic needs. Generations of continuity have lead to great success in small group skirmishes while avoiding full-scale combat all-together. The lack of technology requires the Frontiersmen to become skilled methods of survival. In particular the lack of large game has taught hunters expert trapping and stalking that can be translated into combat.
Able's soldiers have proven their ability to cross even the most exhausting terrain even laden by supplies and equipment in astonishing times. Various mutants make unprecedented changes in battles being able to withstand above-normal pain or simply striking fear in a combatant as one bares down in a blind charge.


Region: Sigma
Writer: Jonasvault101
Faction: The Four Rivers Triad
Leader: Caleb Swift
Background:
Spoiler
Name: Caleb Swift

Age: 27

Race: Caucasian, 1/2 Cherokee, 1/2 Irish

Appearance: Caleb is a man of somewhat short stature, standing only six feet in height, he is of a stocky but very muscular build. More than making up his height in shear physique and strength of will, as well as mind. Caleb's skin is deeply tanned, obviously from hours in hot Florida sun. His feet and hands are callused. Caleb's eyes are deep brown, his hair is also a rich brown color but with streaks of sun-bleached blond, a few dread locks hang from his scalp. His face has a thick scruff on it, with two small braids.

Clothing/Armor: Caleb wears a thick suit of leather armor, made of the hides of alligators, sewn together with fibers from the palms. Old Celtic runes, as well as Cherokee native symbols. The back-hide of the alligator is what makes up the armor on his chest and back, the tail makes up the armor on his calves and his left arm. He wears the armor much like a gladiator, leaving his right arm (his fighting arm) exposed. Beneath this, he wears cloth leg, chest, and arm wraps as well as a pair of linen pants. On his head, he wears a thick cloth mask and a straw hat.

Caleb also wears a tribal, cloth skirt/kilt called a "kama". Across his chest is worn a bandoleer for his bullets, and a holster at his hip. His hands are wrapped in cloth, the fingers only being halfway exposed. Caleb also carries a worn-out old army backpack, an extra long leather pocket sewn into it to house his spears.

Weapons: Caleb carries several tribal spears, one multi-pronged for fishing, one double-pronged for hunting, and the last is single with split heads for serious injury to an enemy. He also carries a thick steel-headed club, the head is made in a sort of oval shape, the handle is made of simple thick wood wrapped in leather. Last of all, Caleb carries an antique Colt Revolving Carbine and a Le Matt revolver.

Bio: There isn't much to tell of Caleb, he was born on a stormy night in North Florida, his village was one made partly of scrap-metal and junk found in the ruined cities, as well as regular natural resources. His father was a powerful man, ruling much of what the Brotherhood of Steel calls sector, "Sigma". The tribe, called The Four-Rivers then, was known for housing one of the best armories in the wastes, being able to actually take apart a broken gun and restore it to even better use than it was made. Caleb took control of the tribe at the age of just 17, after his father went mad from sun-sickness and tried to kill him and Caleb's sister, Grace.

Caleb married a girl, Lauren, at age 18. The two had a son only a year later, this was due to the overwhelmingly harsh conditions the tribe was forced to live in. Caleb began a grand operation to unite his tribe with two others in the area. Sparing the boring political details, as well as some bloodier details, Caleb succeeded and formed "The Four-Rivers Triad".

Zone Chosen: Sigma

Name of Faction: The Four-Rivers Triad

History of Faction: The gang, The Four-Rivers Triad, has existed for only 9 years. The original named gang, The Four-Rivers, existed for nearly 100 years. Being founded by the remnants of wastelanders in north Florida, Alabama, and south Georgia. They were based around a tribal system of government, and lived as a family unit did, taking care of one another in such a harsh environment. Their name is based off the location of their home, a large hub of shacks built around and in a sunken riverboat, right in the middle of a delta made up of the mouths of four rivers.

Faction's Specialties: Armor and Weapon fabrication. They can craft the perfect armor and weapon, specifically for the environment its used in, or based on the person who requests it.

Caleb is a master of this craft, being the one who made his own armor, and restored his carbine that he found in a Civil War museum in Ft. Myers.



Region: Theta
Writer: MrSmileySmile
Faction: The Republic Of Danton
Leader: George Danton
Background:
Spoiler
Name: George Danton

Age: 37

Race: Caucasian

Appearance: Tall but not notably so. His moderate physical appearance belies his physical strength which only just hints at his determination.

Armor/Clothing: Generally brown khakis and some sort of button up. When battle begins he wears Combat Armor Mark II.

Weapons: FN-FAL and Machete

Bio: George Danton inherited control of the Theta Zone a few years before rumors of BOS expansion began reaching into his lands. He continued the Danton family legacy, intense militarization, imperialism, and taxation on any who which to pass between Northern and Southern Florida. He has come to be known for his lack of subtlety. Uprisings are met with overwhelming force, challengers to his throne are put down in public.

Zone Chosen: Theta

Name of Faction: The Republic Of Danton

History of Faction: The Danton family did well for themselves before the flames of war scorched the Earth. A family with a proud history of military service they had built up a considerable fortune buying real estate and farming. Hard times befell them as the nation processed through the annexation of Canada, the government dipping it's hand into their produce and livestock. When the war finally hit that tipping point that became the apocalypse the families holdings had been reduced considerably as had it's pride.

Rebuilding from the ashes the remnants of his family tried to reclaim their property but found resistance from squatters who had taken up residence in their properties. With no one to enforce ownership it fell upon the Danton family to take what was theirs. While they were at it they took from a few others as well. They clashed often with what would become the New Wales Republic and managed to chip away settlements of their own. In time, as the New Wales Republic withdrew inward to centralize their power, the Danton family came to own the bulk of what would come to be known as the Theta Zone, though those living there and in neighboring areas simply referred to it as Danton, Florida.

Under the rule of George Danton they have slowed expansion but increased militarization. His predecessors had met with the wall created by the chemical weapons of the New Wales Republic and prior to his ascension to leadership were priming themselves for first expeditions into those territories by way of the Epsilon Zone. Gas masks had already been sent out and plans of attack were being written up. Where his ancestors conducted raids on nearby Zones George Danton has sought to establish alliances, particularly as the BOS war machine ate up more and more of the East Coast. Plans to encroach on the lands of the Nationalist Society of Kennedy and declare war on New Wales were at once canceled and their records destroyed.

Faction's Specialties: The Republic of Danton has managed to acquire technology from many of the other territories due to their central location. In time their knowledge of production and repair of these weapons has increased so that they might keep what they do have functioning, but not yet so far that they can produce new technologies or even reverse engineer the more complicated arsenals. Nonetheless legal and illegal trade has resulted in a considerable collection of the weaponry used throughout the South-Eastern seaboard.

They excel at guerrilla warfare learned in the long process of reclaiming their prewar lands from first common wastelanders and then the much larger New Wales Republic. Though these war methods have fallen by the wayside as George Danton has tried to legitimize his families lands there are contingents within Danton that are eagerly awaiting the call to war, and war never changes.




Region: Delta
Writer: Muffin Man 118
Faction: The D’azzi Family
Leader: Marco D’azzi
Background:
Spoiler
Name: Marco D’azzi

Age: 22

Race: Caucasian

Appearance: Slicked back black hair, slight tan, goatee

Clothing/Armor: Pre-war pinstripe suit, black loafers

Weapons: Repeating shotgun, snub-nosed revolver, stiletto knife

Bio: Hailing from the D’azzi family, Marco is the recent heir to the family fortune, a criminal empire stretching through the region surrounding the two pre-war cities of St Petersburg and Tampa. Quick to anger and giving little thought to the consequences of his actions, Marco is as unreliable as he is crooked.

Zone Chosen:
Delta

Zone Geography:
The Delta region is mostly wasteland, however the more urban areas to the south have become a den of thieves and smugglers. Many of the hotel buildings and resorts have been renovated as powerful estates of luxury, in which the occupants enjoy a carefree and excess filled life. The area has been renamed Daga Bay.

Name of Faction:
The D’azzi Family

History of Faction:
Starting off as nothing more than a group of thugs and criminals establishing a place of safety and operations in the region. Slowly but surely, through violence and bloodshed, backstabbing and betrayals, one family arose from the trash. These were the D’azzis.
Operations began fairly small scale, with bootlegging and smuggling between the other factions. It was only when they discovered the old, pre-war phosphate mine that the real money began pouring in. The well-established Eisenstahl faction paid good money to be the sole acquirer of the valuable resource, money that fuelled the organised crime in the region, enabling the family to expand into gun-running, drugs and tobacco.

Faction's Specialties:
The family business itself extends into many areas and if there’s dodgy dealings going on in the area, it’s likely they have a finger in the pie. The premiere source of organised crime in the region, the D’azzis trade weaponry and technology on the black market, most of which gleaned through trade with Eisenstahl due to their want for the valuable phosphate available in the Tampa region for firearms production and heavy industry. The production of various drugs and enhancers is also present in the region along with traditional tobacco production. Cigars are also one of the more exclusive exports of the D’azzi family, although not particularly high quality or pure, it is still a much wanted rarity. A small slavery business operates out of the area with much of the area’s illegal industry powered by forced labour.

Whilst these dealings have brought the family wealth, they still lack the raw firepower and manpower that the other factions hold. Fortunately, the surrounding factions have given the family room to operate (albeit in an uneasy alliance) due to their usefulness in smuggling, black market, intelligence gathering and espionage, with members operating in virtually all areas of the Florida region. Bootlegging is also a major revenue booster.

One area of problems faced by the family are the mutants to the south, these tribal people do not appreciate nor fully understand the concept of organised crime and feel no need for drugs or conventional weapons. A state of mutual misunderstanding is held, with tensions rising in the family on how to make a profit from these people. For a short while it was considered that slavery might be an option, although this was met with expected hostility and the slaver groups had never returned from their endeavour.

As a military force the D’azzi family employ various mercenary groups for their own defence and actions, with a small core of loyal operatives performing more precise operations.

The faction is in possession of several small nuclear generators and vehicles, mostly basic cars, retro-fitted for speed and manoeuvrability. The family is also in possession of small boats which it uses to distribute its wares throughout the coastal regions.


Region: Gamma
Writer: Dan2277
Faction: New Wales Republic
Leader: James Knight
Background:
Spoiler
Name: James Knight

Age: 32

Race: White

Appearance: He is a tall man, and large. He is very fit, mainly because of his intense physical and military training. He if very gruff, he has short black hair, a rough beard, and grey-blue bold eyes. He is somewhat majestic as a man, as he stands taller and he is larger than the majority of Wastelanders.

Clothing/Armor: Wears a Pre-War U.S Army officer’s uniform, complete with the General's stars, the Ranger Tab, and the Special Forces Tab. While in battle, he wears Pre-War Body Armor with similar insignias.

Weapons: An M4 with an attached red dot sight and grip, and a Desert Eagle that is always wielded by the leader of the Eglin Rangers.

Bio: James was raised in the Capital of the New Wales Republic, New Wales, located in the northern part of the territory controlled by the NWR. He was raised, just like any other NWR citizen, to be a soldier. As a child, he showed promise as both a soldier and a leader. At age 19, he was sent to join the Eglin Rangers, the Special Forces division of the NWR's military.

Zone Chosen: Gamma

Name of Faction: New Wales Republic

History of Faction: When the bombs dropped, the military force stationed at Eglin Airforce Base, near the border between Florida and Georgia were spared some of the destruction caused by the bombs. After spending several months inside the bomb shelter located underneath the base, they moved out, bringing with them their families, supplies, and weapons. The convoy moved southward, into the interior of Florida, looking for survivors and shelter, as the base had been destroyed. Eventually, the convoy became bogged down in the Pre-War city of Wales.

There they established themselves, and began to build. Hundreds flocked to the city, drawn to the protection that the military men offered. Soon, the original founders were able to raise a standing army of 50 men, and expanded out of the city. They instituted their control over most of the land, but when new factions started emergingthey found their vast territory to large to keep under control and moved inward. Rebel groups began fighting against the NWR, and the rebels established their own empires all around Florida, with the NWR located in the middle of them. However, the NWR benefited from the rebel groups, as they did not need the resources to keep a large area under control any longer, they were able to thrive in isolation. Few dare invade NWR’s borders for fear of retaliation, and because the NWR’s swamps are so treacherous.

Faction's Specialties: The NWR, the brain child of former U.S Army Rangers, is primarily a military state out of necessity and fear of invasion. In addition, the Eglin Rangers, who mainly operate behind any lines, are notoriously vicious and feared throughout the state. They are the NWR’s main anti-terrorist and sabotage unit, numbering at about 25 soldiers in total.

Current Standing: The NWR has gradually lost lands to neighboring Theta Zone. It has been a slow process but the losses are significant. Some welcome the potential takeover, growing tired of a state so centered around it's military, but others decry the idea. They fear they will be losing one dictator only to find another.

Sandwiched between the forces of the Danton Family in Theta Zone, the chemical weapons of the NSK, and suffering from curious disappearances within Omega Zone this once mighty nation finds itself in great peril. Will they seek peaceful accord? Fight one of these zones to gain control? Fight all of them? Try to attack the mafia like D'azzi Family? Only time will tell.



Region: Epsilon
Writer: Yttrium
Faction: Nationalist Society of Kennedy
Leader: David Alden
Background:
Spoiler
Name: David Alden

Age: 33

Race: Native American

Appearance: Tall and lithe, his body is built like a runners. Which he is quite good at and practices frequently. He has long dark hair pulled into a ponytail, shaven cheeks and hazel eyes.

Armor/Clothing: Usually wears workman overalls or a lab coat. In battle he wears the gas mask and full body rubber suit that offers protection to the lethal chemical weapons.

Weapons: AK-47 and .44 Magnum.

Bio: Victor was born lower half of the NSK, but when receiving manually engineer training he showed exceptional skill. He was sent to the capital(previously the Florida Institute of Technology) where his intelligence got him to be Chief Engineer and Biochemist, and as tradition that made him the leader.

Zone Chosen: Epsilon

Name of Faction: Nationalist Society of Kennedy

History of Faction: When the bombs hit a majority of the Kennedy Space Center was destroyed, much if not all the technology was obliterated and was unable to be salvaged. But the Florida Institute of Technology remained standing. Here is where the Nationalist Society of Kennedy(NSK) was born. With the huge store of knowledge in engineering and chemistry the people from here were able to make robots and chemical weapons. With these weapons they managed to push the NWR back west to the swamps. Once it was clear they could push them no further, they turned to the repairing of warehouses. As soon as that was done they began manufacturing robots and chemical weapons on the largest scale possible(which isn't that large). They focus on the design of aircraft, robots, and chemical weapons, but they materials needed has them looking for ways to invade the other nations.

Faction's Specialties: The NSK is perhaps one of the most technological advance places in the state. Though they don't have the knowledge to make conventional weapons, they can make robots such as the Protectrons and Mr.Gusty's but the numbers are limited. Their chemical weapons are what make the NSK such a deadly enemy. Their arsenal includes Chlorine Gas, Mustard Gas and Methyldichloroarsine (MD). These weapons are extremely dangerous and the reason they have not been taken over. However, with no aircraft to deploy them, the gas is a mainly defensive weapon. The deployment of these weapons is usually followed by soldiers wearing gas masks.


Region: Omega
Writer: The Happy Xivilai
Faction: The Everglade
Leader: Sh'kah Tzar
Background:
Spoiler
Name: Sh'kah Tzar

Age: 25

Race: Evermutant

Physical characterists (race): Evermutants are roughly two to three time the size of humans, as large and if not larger than supermutants. Also like Supermutants, Evermutants were originally humans, but they were horribly mutated into an inhuman form. However, this is where the similarities end between the two mutants, Evermutants lack the grotesque exagerated muscle structure of Supermutants, and they have a proportional amount of muscular build for their massive size. They have also managed to maintain their intelligence, unlike Supermutants, who are barely capable of speech. Of course, they are resistant to extreme amounts of radiation, due to their habitat, and have immunities built to most of the diseases the Everglades have to offer. Other than a few outward appearances, Evermutants have the same internal structure as humans, and they eat, sleep, live, breathe, and die like humans.

What seperates Evermutants from humans other than their incredible size is their outward appearance. Their skin is dark red, which turns darker as they grow older. Their eyes are reptilian, and come in multiple varieties of colors, not just blue, green, brown, or hazel. Evermutant's teeth has become sharp, and there are apperant fangs protruding from the upper jaw, giving them a very fierce appearance. As part of a manhood ritual, male Evermutants scar their skin with fantastic designs and swirls, each style unique to each family.

Appearance (character): Sh'kah is respected as one of his tribe's greatest warriors, which is apperant through his muscular phisique and athletic abilities. His eyes are reptilian like all of his race, but his eyes are bright yellow, giving him a downright frightening glare. According to Evermutant standards, he is extremely handsome and dashing, giving other males the right to envy Sh'kah. When he isn't busy making official decisions or fighting tribal battles, Sh'kah wears a bright smile that is welcoming and friendly to those of his kind. His manner isn't boastful, but civil and respectful. However, Sh'kah has a nasty temper, one that helped him earn the right to lead his tribe. His fury is quick and devastating, something no one dares to tamper with.

Clothing/Armor: In Evermutant culture, it is a disgrace to your family to cover your body markings with clothes or armor, so Evermutant males are prohibited from wearing any torso clothing. Sh'kah instead wears typical S'korlahg tribal warrior attire, which is essentially various reptilian skins sewn together to create loose fitting pants. Radwood bark is used as armor, which covers the thighs, knees, and shins.

Weapons: Traditional Evermutant recurve bow and arrows- A typical bow carved from the trees which thrives in the Everglades, with arrows the size of spears. The arrows have radwood tips, which is a wood that becomes harder than steel when superheated. The arrows are usually coated with a various forms of lethal poison, which can be derived from almost any fungus or plant that grows in the irradiated Everglades.

Gladegator dagger- A tooth of a gladegator

Vactor jar- A jar filled with a cloud of Vactors, a rare parasite that eats flesh from humans. Thousands of Vactors can barely darken a fingernail, but it only takes that many to devour a living human in less than a minute. After the Vactors have feasted on a meal, they simply die of starvation in less than a minute.

Bio: Sh'kah was born into the S'korlahg tribe, a war oriented tribe that has claimed the heart of the Everglades as their home. Sh'kah was the firstborn of a father who was the tribal leader, making Sh'kah next in line to the throne. But first, he had to survive the trials until he was considered a man by the tribe.

It is Evermutants' culture to put their male children through gruesome tests of strength, survival, and other sinister tests. Sh'kah quickly learned from his rigorous test of manhood, and he managed to survive until he was eighteen years of age, when he was finally given a name, and a ceremonial Gladegator tooth to carve his family markings into his own skin. For hours he spilled his own blood in order to prove himself worthy of his family. Finally, after he had cut the last pattern, Sh'kah was finally accepted as a Tzar, and a man. In one year's time the scars from his ritual began to glow softly, the final sign of his manhood, and the signal for his warrior training to begin.

For years Sh'kah trained to be as great a warrior as his father, and he fought in many tribal battles. In the years he fought alongside his father, the two were growing a fearsome reputation. Many of the tribes believed that Sh'kah and his father were Gods of War, due to their sheer fierceness in battle, and their iron rule over their people. However, one day after retiring to a village deep within the Everglades, the village was ambushed by a rival tribe. Sh'kah and his father did their best to save the village, but their enemies numbered too many, and the village was burned to the ground. As they were escaping, Sh'kah's father was impaled by a thrown spear from the persuing enemies, and Sh'kah was forced to leave his father to die while he escaped.

Sh'kah was widely unopposed for the throne, and those who did were crushed under his might. Finally, he was the tribal leader, and he had great plans for the Everglades. Sh'kah started with military conquest, defeating every tribe in the Everglades with astounding speed. Within three years he had united the entire Everglades under his rule, for the first time in history.

Chosen zone: Omega

Zone geography: Omega zone has been completely engulfed by the thick marsh of the Everglades over the years. Dry land is a rarity in the Everglades now, and what little land is left is often consumed by flash floods and the common downpour of rain. The terrain is covered in thick murky water that glows slightly green due to the high concentration of radiation. Rainfall is common, almost to the point where it pours every other day, causing flash floods and water levels to rise. Unlike the barren wastelands beyond, vegetation is plentiful, mainly in the form of trees that reach upwards of two hundred feet, and have trunks the size of houses. Fungal growth can be found everywhere, in the trees, in the water, and even in the air. Most of the stuff glows like small organic lightbulbs with different colors, and most often they are extremely poisonous to consume and touch. The radiated swamps contain gruesome diseases the likes of which the wastelands have never seen, and those who have never been exposed to the diseases are almot guaranteed to die within days of entering the Everglades.

though the Everglades promises poor hospitality, there are still creatures who have managed to live in these conditions. Mutated forms of reptiles such as Gladegators, Radvipers, Vactors, and Rockturtles are a common sight in the swamps, and they all share the Everglade's brutal hostility towards outsiders. The most docile mutant of the Everglades is what most would consider savage, the Evermutants. They live like primitive people, with villages constructed high in the canopies of trees, away from any danger in the swamps. They're makeshift homes are made from Radwood and leaves lashed together with moss woven into rope.

Name of Faction: The Everglade

Faction Bio: The outside world refers to the southern end of Florida as Omega zone, which is now completely flooded by the irradiated waters of the Everglades. The murky swamp is home to all manner of ridiculously huge reptiles, such as the monstrous Gladegator. Massive rad-trees thrive in the radiation infested waters, along with uncountable varieties of fungus and other vegetation. The Everglades is also home to a whole new race of mutated humans, the Evermutants.

As the threat of nuclear bombs approached Florida, many fled to the Everglades, knowing there they are safe from harm. Many established settlements deep within the swamps called 'havens'. Finally, their worst nightmare became reality, and the urban population of Florida was decimated in one day, those who fled to the Everglades remained unharmed, for now.

Fearing the outside wastelands, the citizens of the havens remained. Over the many years the Everglades grew to engulf the entire bottom tip of Florida. Soon radiation began to leak into the swamps, and many died from radiation sickness, but some survived. In their isolated havens those sole survivors mutated over the years into Evermutants.

Unable to leave the Everglades, and cut off from civilization and industry, the Evermutants became primitive, having lost all their technology. When the Brotherhood of Steel first made their naval landings in the Everglades, they discovered that the Everglades were not as deserted as they had hoped. Multiple times they have tried to send scouting parties to survey the Everglades, but not once has any of the scouts returned alive. Communication in the Everglades is non existant due to the fact radio signals are unable to penetrate through the dense irradiated vegetation, and armored vehicles are quickly bogged down in the swamp. For now the Brotherhood has abandoned the Everglade campaign, but only for the moment.


Faction specialties: Ever since the first scouting parties of the Brotherhood landed in the Everglades, The Everglade has been forced to adapt to combat the new threat of invasion. Sh'kah ordered that his army be trained in geurilla warfare, sabotage, hit and run tactics, and setting deadly traps perfect for demoralizing and thinning out the Brotherhood. The new trained forces were having stunning success on scouting parties the Brotherhood insisted on sending into the Everglades, but that all changed the day the Brotherhood sent in an armored vehicle with an escort. No amount of traps, arrows, poison, fire, or even Vactors had any affect on the mobile fortress. Sh'kah had an idea though, he sent men to lure the hulking tank through the swamp and into a nest of Gladegators.

The plan worked with stunning success, and the massive Gladegators anhialated the Brotherhood armored vehicle along with the escort. After hearing of the success, Sh'kah ordered the immediate training of the Evermutant's first ever armored division, made up entirely of tamed Gladegators.

Gladegators are monstrous creatures, though they have little noticeable mutation from their small cousins, the alligators. A female Gladegator can easily weigh 1500-2000 lbs, and stretch over 20 feet from tail to snout. Their hide is thick and rough, impervious to bullets and lazer pulses, though their underbelly is soft and fleshy. The Gladegator tooth is probably by far the most terrifying aspect of the creature, with serrated edges and a length that could easily impale a man, with or without Power armor. With the new Evermutant armor division, The Everglade now stands a fighting chance against the Brotherhood.

Other than military specialties, the Evermutants are purely self-sufficient, totally isolated from civilization. They are capable of supplying themselves with everything they need right from within the Everglades. Their food comes from a type of moss that grows plentifuly in the canopies, as well as an orange-glowing algae that thrives in the swamps at the base of the trees. Hunting the bountiful amounts of Rockturtles is also common source of food. Due to their isolation from the outside, and other's inability to survive in the Everglades, the Evermutants have never been intoduced to the outside world. As far as others are concerned, the Evermutants are a fantastic fairytale to scare children from entering the swamps, and for that matter, the Everglades.






Clearly this represents a HUGE chunk of text. Yeah, you'll figure that out after you click on the first Spoiler tag.

If you participated in the first one just send me a PM, if you didn't and you want the geographic area send me a PM, if you didn't but you like someone's idea for a geographic area send me a PM and send them one too asking if you can take over.

Everyone is invited, but if you wish to replace an idea with one of your own you need to PM me a pretty decent idea.

You can do it, I believe in you. And not in the way your therapist believes in you, I actually mean it :icecream:



Once again...

DON'T POST!

Send me a PM and send one to whoever else is appropriate.

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Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Mon Dec 06, 2010 9:42 am

Regions Currently Unclaimed

Regions from Left to Right and Top to Bottom

Region: Alpha
Writer: K1llaChinchilla
Faction: The Eisenstahl City State
Leader: Emmet Eisenstahl
Background:
Spoiler
Name: Emmett Eisenhauer, Chancellor

Age: 48

Race: Human, White

Appearance: 6ft Average build, slicked back grey/white Hair, somewhat weathered appearance

Clothing/Armor: Brahmin-hide clothing, greatcoat with steel plating, dark grey in colour, cotton underclothes under coat.

Weapons: A Railway Rifle for a main weapon and a large caliber pistol as a sidearm.

Bio: Emmett Eisenhauer is the most recent addition to the Eisenhauer family line, a line that stretched far back before the pre-war period. He grew up inside the fortified walls of Eisenstahl, his family’s capital, in relative safety. His mother, Reanna, had taught him the skills he would need to lead the city and its inhabitants and keep them safe from danger.

His mother had died some 20 years ago, leaving the young man in charge of the city and its surrounding area. Emmett, now 48, has expanded the city’s area of influence, with Eisenstahl activity reaching as far as Panama City. Residing in the fortress city, Emmett is tasked with defending the family’s heritage and the people it serves. Emmett faces this task with a element of optimism, seeing the rest of the wasteland as somewhat distant. This disconnected nature is probably due to the vast distances between himself and the other factions and the isolation with which the city state finds itself in. However the trade routes he has established with other factions allow Emmett to visit the other factions and keep up sometimes strained relations, particularly with the D'azzi family in Daga Bay which he often travels to by ship to renew the vital trade deal with the head of the family, Marco.



Zone Chosen: Alpha

Zone Geography: The city of Eisenstahl is the capital of the zone and is a heavily fortified industrial city, with functional factories and docks. The city has large resource reserves left over since the Great War and the Vault at the centre of the city serves as the seat of power for the Eisenhauer family. The large nuclear reactor at the centre of the vault provides the city with adequate power for both its inhabitants and its industries. To the north of the city lies the only viable farmland in the zone. Separated from the rest of the zone by the Escambia river, this area has somewhat remained little affected by the fallout. The river, host to incredibly dangerous marine life has kept the area safe from the other creatures of the wasteland beyond the river. Only a small amount of the mutated creatures there are dangerous and Brahmin make up the majority of creatures in the area. Used as farmland by the Eisenstahl faction, it provides only enough food for the city of Eisenstahl alone and is considered highly valuable to the faction.
To the east of the river, the area is a mixture of dense woodland and boggy marshland, both of which serve little economic value to the Eisenstahl City State, instead serve as a formidable natural defence. These areas remain largely undeveloped as the marshland makes for incredibly difficult terrain for moving heavy machinery and equipment. Any attempts to do so lead to the loss of said equipment and usually life. This marshland stretches across the upper area of the zone and then arcs down at the far east of the zone, surrounding the former city of Panama. This marshland also stretches down between the three pre-war cities, reaching near the coast in some places. Where there is not marshland, there is wasteland, usually situated near the coast were the marshland has not reached. This wasteland strip joins Eisenstahl with the two cities of Eglin and Panama and backs off onto the coastal road that provides a vital trade link between the city and the cities. Because of the restricted geography of the zone, the main area of activity is the coast. A fortified road provides the safest method of on road travel; however ships of various kinds hug the coast and travel between the areas, using the number of bays along the coast as safe stop off zones.
To the right of Alpha is Phi, a zone inhabited by the raider group “Red Suns”. Phi is considered a no go area by many Eisenstahlans considering its inhabitants, however the Red Suns have enjoyed a period of peace with the City State in recent years, and limited trade is done with the group in the frontier city of Panama.

Name of Faction: The Eisenstahl City State

History of Faction: The Eisenhauer family owned the large and wealthy manufacturing company Eisenstahl Heavy Industries. The business, then controlled by Walther Eisenhauer, had controlled most of Pensacola, a small but heavily industrial city in the far northwest corner of the state of Florida and had lucrative ties with Vault-Tec, producing most of the vault equipment for the state of Florida. As their wealth and influence grew, the Eisenhauer family bought the remaining property left in Pensacola and so the city was now the property of the Eisenhauer family. Through their wealth, the family built their very own independent Vault in the heart of Pensacola, which whilst much larger in comparison to other Vaults, lacked some of the more advanced technologies that standard Vault-Tec facilities enjoyed. When the bombs fell the Eisenhauer family and the most valued Eisenstahl workers were evacuated to the Vault and saved from the nuclear fallout. Life in the Vault was not as comfortable as the Eisenhauers had hoped (such is the danger of a self built Vault).
As the fallout cleared and the area became mostly safe to venture out into, the Vault door was opened. From the heart of Pensacola, the Eisenhauer retook control of the city and slowly it was rebuilt into a mainly working city. The city was renamed Eisenstahl after the company that had belonged to the Eisenhauers so long ago and defences were built to ensure protection for the inhabitants. As the population grew, the City state expanded its influence and reclaimed the ruined area of Eglin Air Force Base and most recently the dock section of Panama City, heavily fortifying both and garrisoning troops in Eglin. Now an industrial power, the City State of Eisenstahl and its Chancellor Emmett fight to defend its cities from the wastes and the dangers it holds.

Faction's Specialties: The City state of Eisenstahl is a centre of heavy industry within Alpha, trading with other factions mainly for food in exchange for machinery. Because of the particularly hostile nature of the marshes around Eisenstahl and the coastal cities, the population tends to stay grounded to their city and only a brave few have volunteered to travel out to the cities along the coasts. Because of the industrial facilities and resources available to Eisenstahl, the faction’s specialties are in defensive and somewhat armoured warfare. Eisenstahl is heavily defend and the two other cities are also well defended, with docks providing the main trade route for supplies.

The City state has a limited number of vehicles, both ground and naval, at its disposal which it uses to ferry supplies to the city and also for defence. The faction’s strengths lie in its defensive capability and its resources; however its weaknesses are its inability to attack far from a base of some sort and its reliance on trade with other factions to provide food supplies for its vital cities. The faction excels at producing conventional technology such as nuclear fusion powerplants, vehicles and weapons, but it lacks the advanced technology and robotics of some factions. Even so, Eisenstahl is a formidable opponent in conventional warfare.



Region: Sigma
Writer: Jonasvault101
Faction: The Four Rivers Triad
Leader: Caleb Swift
Background:
Spoiler
Name: Caleb Swift

Age: 27

Race: Caucasian, 1/2 Cherokee, 1/2 Irish

Appearance: Caleb is a man of somewhat short stature, standing only six feet in height, he is of a stocky but very muscular build. More than making up his height in shear physique and strength of will, as well as mind. Caleb's skin is deeply tanned, obviously from hours in hot Florida sun. His feet and hands are callused. Caleb's eyes are deep brown, his hair is also a rich brown color but with streaks of sun-bleached blond, a few dread locks hang from his scalp. His face has a thick scruff on it, with two small braids.

Clothing/Armor: Caleb wears a thick suit of leather armor, made of the hides of alligators, sewn together with fibers from the palms. Old Celtic runes, as well as Cherokee native symbols. The back-hide of the alligator is what makes up the armor on his chest and back, the tail makes up the armor on his calves and his left arm. He wears the armor much like a gladiator, leaving his right arm (his fighting arm) exposed. Beneath this, he wears cloth leg, chest, and arm wraps as well as a pair of linen pants. On his head, he wears a thick cloth mask and a straw hat.

Caleb also wears a tribal, cloth skirt/kilt called a "kama". Across his chest is worn a bandoleer for his bullets, and a holster at his hip. His hands are wrapped in cloth, the fingers only being halfway exposed. Caleb also carries a worn-out old army backpack, an extra long leather pocket sewn into it to house his spears.

Weapons: Caleb carries several tribal spears, one multi-pronged for fishing, one double-pronged for hunting, and the last is single with split heads for serious injury to an enemy. He also carries a thick steel-headed club, the head is made in a sort of oval shape, the handle is made of simple thick wood wrapped in leather. Last of all, Caleb carries an antique Colt Revolving Carbine and a Le Matt revolver.

Bio: There isn't much to tell of Caleb, he was born on a stormy night in North Florida, his village was one made partly of scrap-metal and junk found in the ruined cities, as well as regular natural resources. His father was a powerful man, ruling much of what the Brotherhood of Steel calls sector, "Sigma". The tribe, called The Four-Rivers then, was known for housing one of the best armories in the wastes, being able to actually take apart a broken gun and restore it to even better use than it was made. Caleb took control of the tribe at the age of just 17, after his father went mad from sun-sickness and tried to kill him and Caleb's sister, Grace.

Caleb married a girl, Lauren, at age 18. The two had a son only a year later, this was due to the overwhelmingly harsh conditions the tribe was forced to live in. Caleb began a grand operation to unite his tribe with two others in the area. Sparing the boring political details, as well as some bloodier details, Caleb succeeded and formed "The Four-Rivers Triad".

Zone Chosen: Sigma

Name of Faction: The Four-Rivers Triad

History of Faction: The gang, The Four-Rivers Triad, has existed for only 9 years. The original named gang, The Four-Rivers, existed for nearly 100 years. Being founded by the remnants of wastelanders in north Florida, Alabama, and south Georgia. They were based around a tribal system of government, and lived as a family unit did, taking care of one another in such a harsh environment. Their name is based off the location of their home, a large hub of shacks built around and in a sunken riverboat, right in the middle of a delta made up of the mouths of four rivers.

Faction's Specialties: Armor and Weapon fabrication. They can craft the perfect armor and weapon, specifically for the environment its used in, or based on the person who requests it.

Caleb is a master of this craft, being the one who made his own armor, and restored his carbine that he found in a Civil War museum in Ft. Myers.






Region: Delta
Writer: Muffin Man 118
Faction: The D’azzi Family
Leader: Marco D’azzi
Background:
Spoiler
Name: Marco D’azzi

Age: 22

Race: Caucasian

Appearance: Slicked back black hair, slight tan, goatee

Clothing/Armor: Pre-war pinstripe suit, black loafers

Weapons: Repeating shotgun, snub-nosed revolver, stiletto knife

Bio: Hailing from the D’azzi family, Marco is the recent heir to the family fortune, a criminal empire stretching through the region surrounding the two pre-war cities of St Petersburg and Tampa. Quick to anger and giving little thought to the consequences of his actions, Marco is as unreliable as he is crooked.

Zone Chosen:
Delta

Zone Geography:
The Delta region is mostly wasteland, however the more urban areas to the south have become a den of thieves and smugglers. Many of the hotel buildings and resorts have been renovated as powerful estates of luxury, in which the occupants enjoy a carefree and excess filled life. The area has been renamed Daga Bay.

Name of Faction:
The D’azzi Family

History of Faction:
Starting off as nothing more than a group of thugs and criminals establishing a place of safety and operations in the region. Slowly but surely, through violence and bloodshed, backstabbing and betrayals, one family arose from the trash. These were the D’azzis.
Operations began fairly small scale, with bootlegging and smuggling between the other factions. It was only when they discovered the old, pre-war phosphate mine that the real money began pouring in. The well-established Eisenstahl faction paid good money to be the sole acquirer of the valuable resource, money that fuelled the organised crime in the region, enabling the family to expand into gun-running, drugs and tobacco.

Faction's Specialties:
The family business itself extends into many areas and if there’s dodgy dealings going on in the area, it’s likely they have a finger in the pie. The premiere source of organised crime in the region, the D’azzis trade weaponry and technology on the black market, most of which gleaned through trade with Eisenstahl due to their want for the valuable phosphate available in the Tampa region for firearms production and heavy industry. The production of various drugs and enhancers is also present in the region along with traditional tobacco production. Cigars are also one of the more exclusive exports of the D’azzi family, although not particularly high quality or pure, it is still a much wanted rarity. A small slavery business operates out of the area with much of the area’s illegal industry powered by forced labour.

Whilst these dealings have brought the family wealth, they still lack the raw firepower and manpower that the other factions hold. Fortunately, the surrounding factions have given the family room to operate (albeit in an uneasy alliance) due to their usefulness in smuggling, black market, intelligence gathering and espionage, with members operating in virtually all areas of the Florida region. Bootlegging is also a major revenue booster.

One area of problems faced by the family are the mutants to the south, these tribal people do not appreciate nor fully understand the concept of organised crime and feel no need for drugs or conventional weapons. A state of mutual misunderstanding is held, with tensions rising in the family on how to make a profit from these people. For a short while it was considered that slavery might be an option, although this was met with expected hostility and the slaver groups had never returned from their endeavour.

As a military force the D’azzi family employ various mercenary groups for their own defence and actions, with a small core of loyal operatives performing more precise operations.

The faction is in possession of several small nuclear generators and vehicles, mostly basic cars, retro-fitted for speed and manoeuvrability. The family is also in possession of small boats which it uses to distribute its wares throughout the coastal regions.


Region: Gamma
Writer: Dan2277
Faction: New Wales Republic
Leader: James Knight
Background:
Spoiler
Name: James Knight

Age: 32

Race: White

Appearance: He is a tall man, and large. He is very fit, mainly because of his intense physical and military training. He if very gruff, he has short black hair, a rough beard, and grey-blue bold eyes. He is somewhat majestic as a man, as he stands taller and he is larger than the majority of Wastelanders.

Clothing/Armor: Wears a Pre-War U.S Army officer’s uniform, complete with the General's stars, the Ranger Tab, and the Special Forces Tab. While in battle, he wears Pre-War Body Armor with similar insignias.

Weapons: An M4 with an attached red dot sight and grip, and a Desert Eagle that is always wielded by the leader of the Eglin Rangers.

Bio: James was raised in the Capital of the New Wales Republic, New Wales, located in the northern part of the territory controlled by the NWR. He was raised, just like any other NWR citizen, to be a soldier. As a child, he showed promise as both a soldier and a leader. At age 19, he was sent to join the Eglin Rangers, the Special Forces division of the NWR's military.

Zone Chosen: Gamma

Name of Faction: New Wales Republic

History of Faction: When the bombs dropped, the military force stationed at Eglin Airforce Base, near the border between Florida and Georgia were spared some of the destruction caused by the bombs. After spending several months inside the bomb shelter located underneath the base, they moved out, bringing with them their families, supplies, and weapons. The convoy moved southward, into the interior of Florida, looking for survivors and shelter, as the base had been destroyed. Eventually, the convoy became bogged down in the Pre-War city of Wales.

There they established themselves, and began to build. Hundreds flocked to the city, drawn to the protection that the military men offered. Soon, the original founders were able to raise a standing army of 50 men, and expanded out of the city. They instituted their control over most of the land, but when new factions started emergingthey found their vast territory to large to keep under control and moved inward. Rebel groups began fighting against the NWR, and the rebels established their own empires all around Florida, with the NWR located in the middle of them. However, the NWR benefited from the rebel groups, as they did not need the resources to keep a large area under control any longer, they were able to thrive in isolation. Few dare invade NWR’s borders for fear of retaliation, and because the NWR’s swamps are so treacherous.

Faction's Specialties: The NWR, the brain child of former U.S Army Rangers, is primarily a military state out of necessity and fear of invasion. In addition, the Eglin Rangers, who mainly operate behind any lines, are notoriously vicious and feared throughout the state. They are the NWR’s main anti-terrorist and sabotage unit, numbering at about 25 soldiers in total.

Current Standing: The NWR has gradually lost lands to neighboring Theta Zone. It has been a slow process but the losses are significant. Some welcome the potential takeover, growing tired of a state so centered around it's military, but others decry the idea. They fear they will be losing one dictator only to find another.

Sandwiched between the forces of the Danton Family in Theta Zone, the chemical weapons of the NSK, and suffering from curious disappearances within Omega Zone this once mighty nation finds itself in great peril. Will they seek peaceful accord? Fight one of these zones to gain control? Fight all of them? Try to attack the mafia like D'azzi Family? Only time will tell.




Region: Omega
Writer: The Happy Xivilai
Faction: The Everglade
Leader: Sh'kah Tzar
Background:
Spoiler
Name: Sh'kah Tzar

Age: 25

Race: Evermutant

Physical characterists (race): Evermutants are roughly two to three time the size of humans, as large and if not larger than supermutants. Also like Supermutants, Evermutants were originally humans, but they were horribly mutated into an inhuman form. However, this is where the similarities end between the two mutants, Evermutants lack the grotesque exagerated muscle structure of Supermutants, and they have a proportional amount of muscular build for their massive size. They have also managed to maintain their intelligence, unlike Supermutants, who are barely capable of speech. Of course, they are resistant to extreme amounts of radiation, due to their habitat, and have immunities built to most of the diseases the Everglades have to offer. Other than a few outward appearances, Evermutants have the same internal structure as humans, and they eat, sleep, live, breathe, and die like humans.

What seperates Evermutants from humans other than their incredible size is their outward appearance. Their skin is dark red, which turns darker as they grow older. Their eyes are reptilian, and come in multiple varieties of colors, not just blue, green, brown, or hazel. Evermutant's teeth has become sharp, and there are apperant fangs protruding from the upper jaw, giving them a very fierce appearance. As part of a manhood ritual, male Evermutants scar their skin with fantastic designs and swirls, each style unique to each family.

Appearance (character): Sh'kah is respected as one of his tribe's greatest warriors, which is apperant through his muscular phisique and athletic abilities. His eyes are reptilian like all of his race, but his eyes are bright yellow, giving him a downright frightening glare. According to Evermutant standards, he is extremely handsome and dashing, giving other males the right to envy Sh'kah. When he isn't busy making official decisions or fighting tribal battles, Sh'kah wears a bright smile that is welcoming and friendly to those of his kind. His manner isn't boastful, but civil and respectful. However, Sh'kah has a nasty temper, one that helped him earn the right to lead his tribe. His fury is quick and devastating, something no one dares to tamper with.

Clothing/Armor: In Evermutant culture, it is a disgrace to your family to cover your body markings with clothes or armor, so Evermutant males are prohibited from wearing any torso clothing. Sh'kah instead wears typical S'korlahg tribal warrior attire, which is essentially various reptilian skins sewn together to create loose fitting pants. Radwood bark is used as armor, which covers the thighs, knees, and shins.

Weapons: Traditional Evermutant recurve bow and arrows- A typical bow carved from the trees which thrives in the Everglades, with arrows the size of spears. The arrows have radwood tips, which is a wood that becomes harder than steel when superheated. The arrows are usually coated with a various forms of lethal poison, which can be derived from almost any fungus or plant that grows in the irradiated Everglades.

Gladegator dagger- A tooth of a gladegator

Vactor jar- A jar filled with a cloud of Vactors, a rare parasite that eats flesh from humans. Thousands of Vactors can barely darken a fingernail, but it only takes that many to devour a living human in less than a minute. After the Vactors have feasted on a meal, they simply die of starvation in less than a minute.

Bio: Sh'kah was born into the S'korlahg tribe, a war oriented tribe that has claimed the heart of the Everglades as their home. Sh'kah was the firstborn of a father who was the tribal leader, making Sh'kah next in line to the throne. But first, he had to survive the trials until he was considered a man by the tribe.

It is Evermutants' culture to put their male children through gruesome tests of strength, survival, and other sinister tests. Sh'kah quickly learned from his rigorous test of manhood, and he managed to survive until he was eighteen years of age, when he was finally given a name, and a ceremonial Gladegator tooth to carve his family markings into his own skin. For hours he spilled his own blood in order to prove himself worthy of his family. Finally, after he had cut the last pattern, Sh'kah was finally accepted as a Tzar, and a man. In one year's time the scars from his ritual began to glow softly, the final sign of his manhood, and the signal for his warrior training to begin.

For years Sh'kah trained to be as great a warrior as his father, and he fought in many tribal battles. In the years he fought alongside his father, the two were growing a fearsome reputation. Many of the tribes believed that Sh'kah and his father were Gods of War, due to their sheer fierceness in battle, and their iron rule over their people. However, one day after retiring to a village deep within the Everglades, the village was ambushed by a rival tribe. Sh'kah and his father did their best to save the village, but their enemies numbered too many, and the village was burned to the ground. As they were escaping, Sh'kah's father was impaled by a thrown spear from the persuing enemies, and Sh'kah was forced to leave his father to die while he escaped.

Sh'kah was widely unopposed for the throne, and those who did were crushed under his might. Finally, he was the tribal leader, and he had great plans for the Everglades. Sh'kah started with military conquest, defeating every tribe in the Everglades with astounding speed. Within three years he had united the entire Everglades under his rule, for the first time in history.

Chosen zone: Omega

Zone geography: Omega zone has been completely engulfed by the thick marsh of the Everglades over the years. Dry land is a rarity in the Everglades now, and what little land is left is often consumed by flash floods and the common downpour of rain. The terrain is covered in thick murky water that glows slightly green due to the high concentration of radiation. Rainfall is common, almost to the point where it pours every other day, causing flash floods and water levels to rise. Unlike the barren wastelands beyond, vegetation is plentiful, mainly in the form of trees that reach upwards of two hundred feet, and have trunks the size of houses. Fungal growth can be found everywhere, in the trees, in the water, and even in the air. Most of the stuff glows like small organic lightbulbs with different colors, and most often they are extremely poisonous to consume and touch. The radiated swamps contain gruesome diseases the likes of which the wastelands have never seen, and those who have never been exposed to the diseases are almot guaranteed to die within days of entering the Everglades.

though the Everglades promises poor hospitality, there are still creatures who have managed to live in these conditions. Mutated forms of reptiles such as Gladegators, Radvipers, Vactors, and Rockturtles are a common sight in the swamps, and they all share the Everglade's brutal hostility towards outsiders. The most docile mutant of the Everglades is what most would consider savage, the Evermutants. They live like primitive people, with villages constructed high in the canopies of trees, away from any danger in the swamps. They're makeshift homes are made from Radwood and leaves lashed together with moss woven into rope.

Name of Faction: The Everglade

Faction Bio: The outside world refers to the southern end of Florida as Omega zone, which is now completely flooded by the irradiated waters of the Everglades. The murky swamp is home to all manner of ridiculously huge reptiles, such as the monstrous Gladegator. Massive rad-trees thrive in the radiation infested waters, along with uncountable varieties of fungus and other vegetation. The Everglades is also home to a whole new race of mutated humans, the Evermutants.

As the threat of nuclear bombs approached Florida, many fled to the Everglades, knowing there they are safe from harm. Many established settlements deep within the swamps called 'havens'. Finally, their worst nightmare became reality, and the urban population of Florida was decimated in one day, those who fled to the Everglades remained unharmed, for now.

Fearing the outside wastelands, the citizens of the havens remained. Over the many years the Everglades grew to engulf the entire bottom tip of Florida. Soon radiation began to leak into the swamps, and many died from radiation sickness, but some survived. In their isolated havens those sole survivors mutated over the years into Evermutants.

Unable to leave the Everglades, and cut off from civilization and industry, the Evermutants became primitive, having lost all their technology. When the Brotherhood of Steel first made their naval landings in the Everglades, they discovered that the Everglades were not as deserted as they had hoped. Multiple times they have tried to send scouting parties to survey the Everglades, but not once has any of the scouts returned alive. Communication in the Everglades is non existant due to the fact radio signals are unable to penetrate through the dense irradiated vegetation, and armored vehicles are quickly bogged down in the swamp. For now the Brotherhood has abandoned the Everglade campaign, but only for the moment.


Faction specialties: Ever since the first scouting parties of the Brotherhood landed in the Everglades, The Everglade has been forced to adapt to combat the new threat of invasion. Sh'kah ordered that his army be trained in geurilla warfare, sabotage, hit and run tactics, and setting deadly traps perfect for demoralizing and thinning out the Brotherhood. The new trained forces were having stunning success on scouting parties the Brotherhood insisted on sending into the Everglades, but that all changed the day the Brotherhood sent in an armored vehicle with an escort. No amount of traps, arrows, poison, fire, or even Vactors had any affect on the mobile fortress. Sh'kah had an idea though, he sent men to lure the hulking tank through the swamp and into a nest of Gladegators.

The plan worked with stunning success, and the massive Gladegators anhialated the Brotherhood armored vehicle along with the escort. After hearing of the success, Sh'kah ordered the immediate training of the Evermutant's first ever armored division, made up entirely of tamed Gladegators.

Gladegators are monstrous creatures, though they have little noticeable mutation from their small cousins, the alligators. A female Gladegator can easily weigh 1500-2000 lbs, and stretch over 20 feet from tail to snout. Their hide is thick and rough, impervious to bullets and lazer pulses, though their underbelly is soft and fleshy. The Gladegator tooth is probably by far the most terrifying aspect of the creature, with serrated edges and a length that could easily impale a man, with or without Power armor. With the new Evermutant armor division, The Everglade now stands a fighting chance against the Brotherhood.

Other than military specialties, the Evermutants are purely self-sufficient, totally isolated from civilization. They are capable of supplying themselves with everything they need right from within the Everglades. Their food comes from a type of moss that grows plentifuly in the canopies, as well as an orange-glowing algae that thrives in the swamps at the base of the trees. Hunting the bountiful amounts of Rockturtles is also common source of food. Due to their isolation from the outside, and other's inability to survive in the Everglades, the Evermutants have never been intoduced to the outside world. As far as others are concerned, the Evermutants are a fantastic fairytale to scare children from entering the swamps, and for that matter, the Everglades.


Many of the original writers have returned and will be controlling their respective areas. The above areas are still open to anyone who wishes to join. If you were particularly interested in a certain area you might contact the individual who now controls that area (you can find that by looking at my previous post, no original writers have yet been replaced) and see if he might allow your smaller group to exist within his domain.

I would need a PM from both you and the controller of that Zone to know that it was agreed upon.

I'm going to give it a while still to allow the original writers more time to decide if they would like to join or not.

One final thing....

Too many RPs die because a few of the posters drop out. I don't want this to become a matter of me and two or three others posting back and forth regularly while the remainder post once every other week. You may wish to pick someone to temporarily post on your account (not literally on your account but controlling your group) in case you become unavailable for an extended period of time.

If you stop posting expect to have control of your land passed to another. This temporary poster would allow you to regain control when you come back. However, if you don't pick someone (PM their name to me) I'll just have to pick from one of the people who have expressed interest in joining, and they may not want to relinquish control.

One final thing....seriously this time.....

Please start your posts, once this gets rolling, with something akin to this

~Faction: Location~


I like to do it in that color but you can use whatever color you like, provided it shows up well against the standard background of this forum.

This will allow people to quickly realize which group they're reading about and where the action is happening.

Any questions? PM me.
User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Mon Dec 06, 2010 4:48 pm

The same areas are still open, if the positions have not been claimed by Wednesday than I will read over the submissions and determine who gets which territory.

Feel free to post your write ups here, try to match the write ups I have included here.

If I come to a dead tie in regard to any territory I'll decide on a tie breaker and that individual's opinion will be the deciding factor.

If there is still unclaimed territory by late Friday I'll just go ahead and get things going by creating a new posting thread and starting the story there.

If anyone involved wishes to change anything about their write ups please let me know and I will make the edits in the new thread's preliminary post.
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Mon Dec 06, 2010 11:22 am

Ok, so it's Wednesday.

Alpha, Sigma, Delta, Gamma, and Omega are all still open.


Anyone who wishes to join please post a Character Sheet here.

Ant1liv3, Sharonhorste, wookie, and any others who wish to join...please use the CS examples provided earlier in this thread as a guideline. The original writers put a good bit of thought into their regions, if your idea is to replace their idea it needs to well written.

Whichever Regions remain unclaimed will revert to the original writer's intentions and my control, until I find someone to take them over.
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Mon Dec 06, 2010 5:57 pm

Happily, The Happy Xivilai has joined the RP.

Anyone who wishes to join please post a Character Sheet here.

Ant1liv3, Sharonhorste, wookie, and any others who wish to join...please use the CS examples provided earlier in this thread as a guideline. The original writers put a good bit of thought into their regions, if your idea is to replace their idea it needs to well written.

I've been trying to put this together for some time now, so if you don't join soon I'm just going to start with what I have and control the unclaimed lands.

Regions Currently Unclaimed

Regions from Left to Right and Top to Bottom

Region: Alpha
Writer: K1llaChinchilla
Faction: The Eisenstahl City State
Leader: Emmet Eisenstahl
Background:
Spoiler
Name: Emmett Eisenhauer, Chancellor

Age: 48

Race: Human, White

Appearance: 6ft Average build, slicked back grey/white Hair, somewhat weathered appearance

Clothing/Armor: Brahmin-hide clothing, greatcoat with steel plating, dark grey in colour, cotton underclothes under coat.

Weapons: A Railway Rifle for a main weapon and a large caliber pistol as a sidearm.

Bio: Emmett Eisenhauer is the most recent addition to the Eisenhauer family line, a line that stretched far back before the pre-war period. He grew up inside the fortified walls of Eisenstahl, his family’s capital, in relative safety. His mother, Reanna, had taught him the skills he would need to lead the city and its inhabitants and keep them safe from danger.

His mother had died some 20 years ago, leaving the young man in charge of the city and its surrounding area. Emmett, now 48, has expanded the city’s area of influence, with Eisenstahl activity reaching as far as Panama City. Residing in the fortress city, Emmett is tasked with defending the family’s heritage and the people it serves. Emmett faces this task with a element of optimism, seeing the rest of the wasteland as somewhat distant. This disconnected nature is probably due to the vast distances between himself and the other factions and the isolation with which the city state finds itself in. However the trade routes he has established with other factions allow Emmett to visit the other factions and keep up sometimes strained relations, particularly with the D'azzi family in Daga Bay which he often travels to by ship to renew the vital trade deal with the head of the family, Marco.



Zone Chosen: Alpha

Zone Geography: The city of Eisenstahl is the capital of the zone and is a heavily fortified industrial city, with functional factories and docks. The city has large resource reserves left over since the Great War and the Vault at the centre of the city serves as the seat of power for the Eisenhauer family. The large nuclear reactor at the centre of the vault provides the city with adequate power for both its inhabitants and its industries. To the north of the city lies the only viable farmland in the zone. Separated from the rest of the zone by the Escambia river, this area has somewhat remained little affected by the fallout. The river, host to incredibly dangerous marine life has kept the area safe from the other creatures of the wasteland beyond the river. Only a small amount of the mutated creatures there are dangerous and Brahmin make up the majority of creatures in the area. Used as farmland by the Eisenstahl faction, it provides only enough food for the city of Eisenstahl alone and is considered highly valuable to the faction.
To the east of the river, the area is a mixture of dense woodland and boggy marshland, both of which serve little economic value to the Eisenstahl City State, instead serve as a formidable natural defence. These areas remain largely undeveloped as the marshland makes for incredibly difficult terrain for moving heavy machinery and equipment. Any attempts to do so lead to the loss of said equipment and usually life. This marshland stretches across the upper area of the zone and then arcs down at the far east of the zone, surrounding the former city of Panama. This marshland also stretches down between the three pre-war cities, reaching near the coast in some places. Where there is not marshland, there is wasteland, usually situated near the coast were the marshland has not reached. This wasteland strip joins Eisenstahl with the two cities of Eglin and Panama and backs off onto the coastal road that provides a vital trade link between the city and the cities. Because of the restricted geography of the zone, the main area of activity is the coast. A fortified road provides the safest method of on road travel; however ships of various kinds hug the coast and travel between the areas, using the number of bays along the coast as safe stop off zones.
To the right of Alpha is Phi, a zone inhabited by the raider group “Red Suns”. Phi is considered a no go area by many Eisenstahlans considering its inhabitants, however the Red Suns have enjoyed a period of peace with the City State in recent years, and limited trade is done with the group in the frontier city of Panama.

Name of Faction: The Eisenstahl City State

History of Faction: The Eisenhauer family owned the large and wealthy manufacturing company Eisenstahl Heavy Industries. The business, then controlled by Walther Eisenhauer, had controlled most of Pensacola, a small but heavily industrial city in the far northwest corner of the state of Florida and had lucrative ties with Vault-Tec, producing most of the vault equipment for the state of Florida. As their wealth and influence grew, the Eisenhauer family bought the remaining property left in Pensacola and so the city was now the property of the Eisenhauer family. Through their wealth, the family built their very own independent Vault in the heart of Pensacola, which whilst much larger in comparison to other Vaults, lacked some of the more advanced technologies that standard Vault-Tec facilities enjoyed. When the bombs fell the Eisenhauer family and the most valued Eisenstahl workers were evacuated to the Vault and saved from the nuclear fallout. Life in the Vault was not as comfortable as the Eisenhauers had hoped (such is the danger of a self built Vault).
As the fallout cleared and the area became mostly safe to venture out into, the Vault door was opened. From the heart of Pensacola, the Eisenhauer retook control of the city and slowly it was rebuilt into a mainly working city. The city was renamed Eisenstahl after the company that had belonged to the Eisenhauers so long ago and defences were built to ensure protection for the inhabitants. As the population grew, the City state expanded its influence and reclaimed the ruined area of Eglin Air Force Base and most recently the dock section of Panama City, heavily fortifying both and garrisoning troops in Eglin. Now an industrial power, the City State of Eisenstahl and its Chancellor Emmett fight to defend its cities from the wastes and the dangers it holds.

Faction's Specialties: The City state of Eisenstahl is a centre of heavy industry within Alpha, trading with other factions mainly for food in exchange for machinery. Because of the particularly hostile nature of the marshes around Eisenstahl and the coastal cities, the population tends to stay grounded to their city and only a brave few have volunteered to travel out to the cities along the coasts. Because of the industrial facilities and resources available to Eisenstahl, the faction’s specialties are in defensive and somewhat armoured warfare. Eisenstahl is heavily defend and the two other cities are also well defended, with docks providing the main trade route for supplies.

The City state has a limited number of vehicles, both ground and naval, at its disposal which it uses to ferry supplies to the city and also for defence. The faction’s strengths lie in its defensive capability and its resources; however its weaknesses are its inability to attack far from a base of some sort and its reliance on trade with other factions to provide food supplies for its vital cities. The faction excels at producing conventional technology such as nuclear fusion powerplants, vehicles and weapons, but it lacks the advanced technology and robotics of some factions. Even so, Eisenstahl is a formidable opponent in conventional warfare.



Region: Sigma
Writer: Jonasvault101
Faction: The Four Rivers Triad
Leader: Caleb Swift
Background:
Spoiler
Name: Caleb Swift

Age: 27

Race: Caucasian, 1/2 Cherokee, 1/2 Irish

Appearance: Caleb is a man of somewhat short stature, standing only six feet in height, he is of a stocky but very muscular build. More than making up his height in shear physique and strength of will, as well as mind. Caleb's skin is deeply tanned, obviously from hours in hot Florida sun. His feet and hands are callused. Caleb's eyes are deep brown, his hair is also a rich brown color but with streaks of sun-bleached blond, a few dread locks hang from his scalp. His face has a thick scruff on it, with two small braids.

Clothing/Armor: Caleb wears a thick suit of leather armor, made of the hides of alligators, sewn together with fibers from the palms. Old Celtic runes, as well as Cherokee native symbols. The back-hide of the alligator is what makes up the armor on his chest and back, the tail makes up the armor on his calves and his left arm. He wears the armor much like a gladiator, leaving his right arm (his fighting arm) exposed. Beneath this, he wears cloth leg, chest, and arm wraps as well as a pair of linen pants. On his head, he wears a thick cloth mask and a straw hat.

Caleb also wears a tribal, cloth skirt/kilt called a "kama". Across his chest is worn a bandoleer for his bullets, and a holster at his hip. His hands are wrapped in cloth, the fingers only being halfway exposed. Caleb also carries a worn-out old army backpack, an extra long leather pocket sewn into it to house his spears.

Weapons: Caleb carries several tribal spears, one multi-pronged for fishing, one double-pronged for hunting, and the last is single with split heads for serious injury to an enemy. He also carries a thick steel-headed club, the head is made in a sort of oval shape, the handle is made of simple thick wood wrapped in leather. Last of all, Caleb carries an antique Colt Revolving Carbine and a Le Matt revolver.

Bio: There isn't much to tell of Caleb, he was born on a stormy night in North Florida, his village was one made partly of scrap-metal and junk found in the ruined cities, as well as regular natural resources. His father was a powerful man, ruling much of what the Brotherhood of Steel calls sector, "Sigma". The tribe, called The Four-Rivers then, was known for housing one of the best armories in the wastes, being able to actually take apart a broken gun and restore it to even better use than it was made. Caleb took control of the tribe at the age of just 17, after his father went mad from sun-sickness and tried to kill him and Caleb's sister, Grace.

Caleb married a girl, Lauren, at age 18. The two had a son only a year later, this was due to the overwhelmingly harsh conditions the tribe was forced to live in. Caleb began a grand operation to unite his tribe with two others in the area. Sparing the boring political details, as well as some bloodier details, Caleb succeeded and formed "The Four-Rivers Triad".

Zone Chosen: Sigma

Name of Faction: The Four-Rivers Triad

History of Faction: The gang, The Four-Rivers Triad, has existed for only 9 years. The original named gang, The Four-Rivers, existed for nearly 100 years. Being founded by the remnants of wastelanders in north Florida, Alabama, and south Georgia. They were based around a tribal system of government, and lived as a family unit did, taking care of one another in such a harsh environment. Their name is based off the location of their home, a large hub of shacks built around and in a sunken riverboat, right in the middle of a delta made up of the mouths of four rivers.

Faction's Specialties: Armor and Weapon fabrication. They can craft the perfect armor and weapon, specifically for the environment its used in, or based on the person who requests it.

Caleb is a master of this craft, being the one who made his own armor, and restored his carbine that he found in a Civil War museum in Ft. Myers.






Region: Delta
Writer: Muffin Man 118
Faction: The D’azzi Family
Leader: Marco D’azzi
Background:
Spoiler
Name: Marco D’azzi

Age: 22

Race: Caucasian

Appearance: Slicked back black hair, slight tan, goatee

Clothing/Armor: Pre-war pinstripe suit, black loafers

Weapons: Repeating shotgun, snub-nosed revolver, stiletto knife

Bio: Hailing from the D’azzi family, Marco is the recent heir to the family fortune, a criminal empire stretching through the region surrounding the two pre-war cities of St Petersburg and Tampa. Quick to anger and giving little thought to the consequences of his actions, Marco is as unreliable as he is crooked.

Zone Chosen:
Delta

Zone Geography:
The Delta region is mostly wasteland, however the more urban areas to the south have become a den of thieves and smugglers. Many of the hotel buildings and resorts have been renovated as powerful estates of luxury, in which the occupants enjoy a carefree and excess filled life. The area has been renamed Daga Bay.

Name of Faction:
The D’azzi Family

History of Faction:
Starting off as nothing more than a group of thugs and criminals establishing a place of safety and operations in the region. Slowly but surely, through violence and bloodshed, backstabbing and betrayals, one family arose from the trash. These were the D’azzis.
Operations began fairly small scale, with bootlegging and smuggling between the other factions. It was only when they discovered the old, pre-war phosphate mine that the real money began pouring in. The well-established Eisenstahl faction paid good money to be the sole acquirer of the valuable resource, money that fuelled the organised crime in the region, enabling the family to expand into gun-running, drugs and tobacco.

Faction's Specialties:
The family business itself extends into many areas and if there’s dodgy dealings going on in the area, it’s likely they have a finger in the pie. The premiere source of organised crime in the region, the D’azzis trade weaponry and technology on the black market, most of which gleaned through trade with Eisenstahl due to their want for the valuable phosphate available in the Tampa region for firearms production and heavy industry. The production of various drugs and enhancers is also present in the region along with traditional tobacco production. Cigars are also one of the more exclusive exports of the D’azzi family, although not particularly high quality or pure, it is still a much wanted rarity. A small slavery business operates out of the area with much of the area’s illegal industry powered by forced labour.

Whilst these dealings have brought the family wealth, they still lack the raw firepower and manpower that the other factions hold. Fortunately, the surrounding factions have given the family room to operate (albeit in an uneasy alliance) due to their usefulness in smuggling, black market, intelligence gathering and espionage, with members operating in virtually all areas of the Florida region. Bootlegging is also a major revenue booster.

One area of problems faced by the family are the mutants to the south, these tribal people do not appreciate nor fully understand the concept of organised crime and feel no need for drugs or conventional weapons. A state of mutual misunderstanding is held, with tensions rising in the family on how to make a profit from these people. For a short while it was considered that slavery might be an option, although this was met with expected hostility and the slaver groups had never returned from their endeavour.

As a military force the D’azzi family employ various mercenary groups for their own defence and actions, with a small core of loyal operatives performing more precise operations.

The faction is in possession of several small nuclear generators and vehicles, mostly basic cars, retro-fitted for speed and manoeuvrability. The family is also in possession of small boats which it uses to distribute its wares throughout the coastal regions.


Region: Gamma
Writer: Dan2277
Faction: New Wales Republic
Leader: James Knight
Background:
Spoiler
Name: James Knight

Age: 32

Race: White

Appearance: He is a tall man, and large. He is very fit, mainly because of his intense physical and military training. He if very gruff, he has short black hair, a rough beard, and grey-blue bold eyes. He is somewhat majestic as a man, as he stands taller and he is larger than the majority of Wastelanders.

Clothing/Armor: Wears a Pre-War U.S Army officer’s uniform, complete with the General's stars, the Ranger Tab, and the Special Forces Tab. While in battle, he wears Pre-War Body Armor with similar insignias.

Weapons: An M4 with an attached red dot sight and grip, and a Desert Eagle that is always wielded by the leader of the Eglin Rangers.

Bio: James was raised in the Capital of the New Wales Republic, New Wales, located in the northern part of the territory controlled by the NWR. He was raised, just like any other NWR citizen, to be a soldier. As a child, he showed promise as both a soldier and a leader. At age 19, he was sent to join the Eglin Rangers, the Special Forces division of the NWR's military.

Zone Chosen: Gamma

Name of Faction: New Wales Republic

History of Faction: When the bombs dropped, the military force stationed at Eglin Airforce Base, near the border between Florida and Georgia were spared some of the destruction caused by the bombs. After spending several months inside the bomb shelter located underneath the base, they moved out, bringing with them their families, supplies, and weapons. The convoy moved southward, into the interior of Florida, looking for survivors and shelter, as the base had been destroyed. Eventually, the convoy became bogged down in the Pre-War city of Wales.

There they established themselves, and began to build. Hundreds flocked to the city, drawn to the protection that the military men offered. Soon, the original founders were able to raise a standing army of 50 men, and expanded out of the city. They instituted their control over most of the land, but when new factions started emergingthey found their vast territory to large to keep under control and moved inward. Rebel groups began fighting against the NWR, and the rebels established their own empires all around Florida, with the NWR located in the middle of them. However, the NWR benefited from the rebel groups, as they did not need the resources to keep a large area under control any longer, they were able to thrive in isolation. Few dare invade NWR’s borders for fear of retaliation, and because the NWR’s swamps are so treacherous.

Faction's Specialties: The NWR, the brain child of former U.S Army Rangers, is primarily a military state out of necessity and fear of invasion. In addition, the Eglin Rangers, who mainly operate behind any lines, are notoriously vicious and feared throughout the state. They are the NWR’s main anti-terrorist and sabotage unit, numbering at about 25 soldiers in total.

Current Standing: The NWR has gradually lost lands to neighboring Theta Zone. It has been a slow process but the losses are significant. Some welcome the potential takeover, growing tired of a state so centered around it's military, but others decry the idea. They fear they will be losing one dictator only to find another.

Sandwiched between the forces of the Danton Family in Theta Zone, the chemical weapons of the NSK, and suffering from curious disappearances within Omega Zone this once mighty nation finds itself in great peril. Will they seek peaceful accord? Fight one of these zones to gain control? Fight all of them? Try to attack the mafia like D'azzi Family? Only time will tell.




Many of the original writers have returned and will be controlling their respective areas. The above areas are still open to anyone who wishes to join. If you were particularly interested in a certain area you might contact the individual who now controls that area (you can find that by looking at my previous post, no original writers have yet been replaced) and see if he might allow your smaller group to exist within his domain.

Whichever Regions remain unclaimed will revert to the original writer's intentions and my control, until I find someone to take them over.
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Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Mon Dec 06, 2010 7:12 pm

Region: Gamma
Writer: QuantumFrost
Faction: Acropolis Republic
Leader: Alexander Mendez
Background:
Spoiler
Name: Alexander Mendez

Age: 45

Race: Hispanic

Appearance: 6ft Tall, average complexion for race, slightly tanned, black hair creased backwards, brown eyes

Apparel: Large, grey trench coat, national emblem on the left sleeve. Hand-made military cap, generic civilian gas-mask covering face; black pant's

Weapon's: A Wattz-1000 modified laser pistol, Civilian variant model. A polished pre-war Bowie knife.

Bio: Alexander Mendez was born in the city of what is now known as Monterrey, Mexico. He started life early as a courier for various raider faction's vying for control over the technologically advanced society within the city. Mendez was a charismatic person, and knowing the good he could do, tried to turn the raider faction's against one another. At the age of 23, Mendez was in control of a small but progressive merchant caravan, trading with communities far north, such as Phoenix, Juarez, Houston, and various other cities. His name grew, and so did his bounty. Mendez's parent's both died in an assassination attempt by a small band of professional mercenaries, also attempting to kill him. Mendez fled Monterrey and headed north with the remnants of his broken business, trying to find out who tried to kill him. Many year's passed, and Mendez ended up in the deep South of the U.S, where he found himself upon a small community of pre-war survivors. Using his charisma, he convinced the local leader to give him a senatorial position, commonly known as an "Senator". Mendez climbed up the social ladder of the community, alway's looking out for the people he had leverage over politically. Few year's passed before the town over-threw the local mayor and appointed Mendez as the supreme leader. Mendez took the post with content and began using the advanced technology the town's pre-war bunker offered to construct a highly advanced nation of doctor's and chemist's.

Mendez is now the first and only mayor of the Acropolis Republic, and is in complete control of the communities welfare. His history is far and past, and he lead's the Acropolis Republic with a strict but just hand, never allowing any rich or influential merchant's into his communities market.

Zone: Gamma

Zone Geography:
The Acropolis state is what some might consider an " Bunker on Buffout" , filling the population of 12,000 citizen's within it's confines. The Acropolis Republic isn't even a territory, rather just a large, heavily fortified pre-war bunker some few kilometers away from a deserted town. The Acropolis is an advanced military nation, providing low tier ballistic weaponry to local power's in the vicinity through largely secretive trade event's. The Republic is over 2 square kilometer's of condensed concrete and steel, the most advanced feature's of the community are the heavily protected hydrophonic farm's and the small scale manufacturing facilities. Acropolis is also well known for it's rather secretive nature, and as such has an heavily invested security force; compromised of 100 security guard's, armed with meager Pre-war riot gear and gas mask's, but it's weaponry is top notch, featuring all form's of grenade's and laser weapons.

Acropolis surrounding's are more desolate forest/marsh fauna mixed with a few radioactive lake's and lagoon's. The A.R's home region of Glades neighbor's Hendry, a treacherous network of irradiated marsh and hill's filled with tribal group's of varying, but assured hostility. The only notable feature beside's the bunker would be the town it is of close proximity to. This town feature's a rather moderate amount of shelter and working facilities, but is infested with all form's of plague carrying mutant's, such as giant cockroaches and sewer rat's. Most people would never go near the area, but the advanced weaponry Acropolis trade's is more than worth the effort. Currently Acropolis has attempted to make a trade route through their home region of Glades into Hendry, then access the Collier region of the Omega zone.

Faction Name: Acropolis Republic

Faction History: The Acropolis Republic was a largely isolated pre-war community stuck within a crumbling bunker, over-populated and over-polluted. The former mayor was Joseph Bragg's, but was replaced by Alexander Mendez, who with his charisma, largely convinced the people to repair and even begin re-constructing the bunker. Mendez used the long buried stash's of pre-war technology to transform an isolated community of 3000 into a bustling hub of technology and trade in the Gamma Zone, opening various local market's into the community, building up a now-current community of 12,000 citizen's and 100 security guard's. The Acropolis Republic developed into a weapon's dealer, giving various raider group's and local faction's limited and valuable laser weaponry, creating a military chaos of sort's in the region, with raider faction roasting raider faction.

Current event's in the Acropolis Republic's history include the expansion of the bunker's trade market into other zone's, giving many local power's an edge over other's, throwing more profitable chaos into their market's. Alexander Mendez is still contemplating expansion, and the future of the Gamma zone remain's unclear.

Faction Niche: The A.R is an advanced nation-state, and has a top-notch security force armed to the teeth with laser weaponry. Many raider group's and government's battle constantly over the market access to their quality weapon's market, making the A.R a very wealthy nation, providing top service's to it's citizen's. The niche is the nation's laser weaponry market and usage, being able to deter many of the threat's a normal wastelander would encounter. The A.R also has a minor niche of having one of the healthiest population's in the wasteland, with disease and internal strife all but eradicated under the guidance of Governor Mendez. Most faction's know when to stay far and when to open up to the A.R, and this respect has spread their name far and wide.


Edit: Let me PM that......
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Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Mon Dec 06, 2010 11:03 pm

Gamma has been taken by QuantumFrost.

Anyone who wishes to join please post a Character Sheet here.

Ant1liv3, Sharonhorste, wookie, and any others who wish to join...please use the CS examples provided earlier in this thread as a guideline. The original writers put a good bit of thought into their regions, if your idea is to replace their idea it needs to well written.

I've been trying to put this together for some time now, so if you don't join soon I'm just going to start with what I have and control the unclaimed lands.

Regions Currently Unclaimed

Regions from Left to Right and Top to Bottom

Region: Alpha
Writer: K1llaChinchilla
Faction: The Eisenstahl City State
Leader: Emmet Eisenstahl
Background:
Spoiler
Name: Emmett Eisenhauer, Chancellor

Age: 48

Race: Human, White

Appearance: 6ft Average build, slicked back grey/white Hair, somewhat weathered appearance

Clothing/Armor: Brahmin-hide clothing, greatcoat with steel plating, dark grey in colour, cotton underclothes under coat.

Weapons: A Railway Rifle for a main weapon and a large caliber pistol as a sidearm.

Bio: Emmett Eisenhauer is the most recent addition to the Eisenhauer family line, a line that stretched far back before the pre-war period. He grew up inside the fortified walls of Eisenstahl, his family’s capital, in relative safety. His mother, Reanna, had taught him the skills he would need to lead the city and its inhabitants and keep them safe from danger.

His mother had died some 20 years ago, leaving the young man in charge of the city and its surrounding area. Emmett, now 48, has expanded the city’s area of influence, with Eisenstahl activity reaching as far as Panama City. Residing in the fortress city, Emmett is tasked with defending the family’s heritage and the people it serves. Emmett faces this task with a element of optimism, seeing the rest of the wasteland as somewhat distant. This disconnected nature is probably due to the vast distances between himself and the other factions and the isolation with which the city state finds itself in. However the trade routes he has established with other factions allow Emmett to visit the other factions and keep up sometimes strained relations, particularly with the D'azzi family in Daga Bay which he often travels to by ship to renew the vital trade deal with the head of the family, Marco.



Zone Chosen: Alpha

Zone Geography: The city of Eisenstahl is the capital of the zone and is a heavily fortified industrial city, with functional factories and docks. The city has large resource reserves left over since the Great War and the Vault at the centre of the city serves as the seat of power for the Eisenhauer family. The large nuclear reactor at the centre of the vault provides the city with adequate power for both its inhabitants and its industries. To the north of the city lies the only viable farmland in the zone. Separated from the rest of the zone by the Escambia river, this area has somewhat remained little affected by the fallout. The river, host to incredibly dangerous marine life has kept the area safe from the other creatures of the wasteland beyond the river. Only a small amount of the mutated creatures there are dangerous and Brahmin make up the majority of creatures in the area. Used as farmland by the Eisenstahl faction, it provides only enough food for the city of Eisenstahl alone and is considered highly valuable to the faction.
To the east of the river, the area is a mixture of dense woodland and boggy marshland, both of which serve little economic value to the Eisenstahl City State, instead serve as a formidable natural defence. These areas remain largely undeveloped as the marshland makes for incredibly difficult terrain for moving heavy machinery and equipment. Any attempts to do so lead to the loss of said equipment and usually life. This marshland stretches across the upper area of the zone and then arcs down at the far east of the zone, surrounding the former city of Panama. This marshland also stretches down between the three pre-war cities, reaching near the coast in some places. Where there is not marshland, there is wasteland, usually situated near the coast were the marshland has not reached. This wasteland strip joins Eisenstahl with the two cities of Eglin and Panama and backs off onto the coastal road that provides a vital trade link between the city and the cities. Because of the restricted geography of the zone, the main area of activity is the coast. A fortified road provides the safest method of on road travel; however ships of various kinds hug the coast and travel between the areas, using the number of bays along the coast as safe stop off zones.
To the right of Alpha is Phi, a zone inhabited by the raider group “Red Suns”. Phi is considered a no go area by many Eisenstahlans considering its inhabitants, however the Red Suns have enjoyed a period of peace with the City State in recent years, and limited trade is done with the group in the frontier city of Panama.

Name of Faction: The Eisenstahl City State

History of Faction: The Eisenhauer family owned the large and wealthy manufacturing company Eisenstahl Heavy Industries. The business, then controlled by Walther Eisenhauer, had controlled most of Pensacola, a small but heavily industrial city in the far northwest corner of the state of Florida and had lucrative ties with Vault-Tec, producing most of the vault equipment for the state of Florida. As their wealth and influence grew, the Eisenhauer family bought the remaining property left in Pensacola and so the city was now the property of the Eisenhauer family. Through their wealth, the family built their very own independent Vault in the heart of Pensacola, which whilst much larger in comparison to other Vaults, lacked some of the more advanced technologies that standard Vault-Tec facilities enjoyed. When the bombs fell the Eisenhauer family and the most valued Eisenstahl workers were evacuated to the Vault and saved from the nuclear fallout. Life in the Vault was not as comfortable as the Eisenhauers had hoped (such is the danger of a self built Vault).
As the fallout cleared and the area became mostly safe to venture out into, the Vault door was opened. From the heart of Pensacola, the Eisenhauer retook control of the city and slowly it was rebuilt into a mainly working city. The city was renamed Eisenstahl after the company that had belonged to the Eisenhauers so long ago and defences were built to ensure protection for the inhabitants. As the population grew, the City state expanded its influence and reclaimed the ruined area of Eglin Air Force Base and most recently the dock section of Panama City, heavily fortifying both and garrisoning troops in Eglin. Now an industrial power, the City State of Eisenstahl and its Chancellor Emmett fight to defend its cities from the wastes and the dangers it holds.

Faction's Specialties: The City state of Eisenstahl is a centre of heavy industry within Alpha, trading with other factions mainly for food in exchange for machinery. Because of the particularly hostile nature of the marshes around Eisenstahl and the coastal cities, the population tends to stay grounded to their city and only a brave few have volunteered to travel out to the cities along the coasts. Because of the industrial facilities and resources available to Eisenstahl, the faction’s specialties are in defensive and somewhat armoured warfare. Eisenstahl is heavily defend and the two other cities are also well defended, with docks providing the main trade route for supplies.

The City state has a limited number of vehicles, both ground and naval, at its disposal which it uses to ferry supplies to the city and also for defence. The faction’s strengths lie in its defensive capability and its resources; however its weaknesses are its inability to attack far from a base of some sort and its reliance on trade with other factions to provide food supplies for its vital cities. The faction excels at producing conventional technology such as nuclear fusion powerplants, vehicles and weapons, but it lacks the advanced technology and robotics of some factions. Even so, Eisenstahl is a formidable opponent in conventional warfare.



Region: Sigma
Writer: Jonasvault101
Faction: The Four Rivers Triad
Leader: Caleb Swift
Background:
Spoiler
Name: Caleb Swift

Age: 27

Race: Caucasian, 1/2 Cherokee, 1/2 Irish

Appearance: Caleb is a man of somewhat short stature, standing only six feet in height, he is of a stocky but very muscular build. More than making up his height in shear physique and strength of will, as well as mind. Caleb's skin is deeply tanned, obviously from hours in hot Florida sun. His feet and hands are callused. Caleb's eyes are deep brown, his hair is also a rich brown color but with streaks of sun-bleached blond, a few dread locks hang from his scalp. His face has a thick scruff on it, with two small braids.

Clothing/Armor: Caleb wears a thick suit of leather armor, made of the hides of alligators, sewn together with fibers from the palms. Old Celtic runes, as well as Cherokee native symbols. The back-hide of the alligator is what makes up the armor on his chest and back, the tail makes up the armor on his calves and his left arm. He wears the armor much like a gladiator, leaving his right arm (his fighting arm) exposed. Beneath this, he wears cloth leg, chest, and arm wraps as well as a pair of linen pants. On his head, he wears a thick cloth mask and a straw hat.

Caleb also wears a tribal, cloth skirt/kilt called a "kama". Across his chest is worn a bandoleer for his bullets, and a holster at his hip. His hands are wrapped in cloth, the fingers only being halfway exposed. Caleb also carries a worn-out old army backpack, an extra long leather pocket sewn into it to house his spears.

Weapons: Caleb carries several tribal spears, one multi-pronged for fishing, one double-pronged for hunting, and the last is single with split heads for serious injury to an enemy. He also carries a thick steel-headed club, the head is made in a sort of oval shape, the handle is made of simple thick wood wrapped in leather. Last of all, Caleb carries an antique Colt Revolving Carbine and a Le Matt revolver.

Bio: There isn't much to tell of Caleb, he was born on a stormy night in North Florida, his village was one made partly of scrap-metal and junk found in the ruined cities, as well as regular natural resources. His father was a powerful man, ruling much of what the Brotherhood of Steel calls sector, "Sigma". The tribe, called The Four-Rivers then, was known for housing one of the best armories in the wastes, being able to actually take apart a broken gun and restore it to even better use than it was made. Caleb took control of the tribe at the age of just 17, after his father went mad from sun-sickness and tried to kill him and Caleb's sister, Grace.

Caleb married a girl, Lauren, at age 18. The two had a son only a year later, this was due to the overwhelmingly harsh conditions the tribe was forced to live in. Caleb began a grand operation to unite his tribe with two others in the area. Sparing the boring political details, as well as some bloodier details, Caleb succeeded and formed "The Four-Rivers Triad".

Zone Chosen: Sigma

Name of Faction: The Four-Rivers Triad

History of Faction: The gang, The Four-Rivers Triad, has existed for only 9 years. The original named gang, The Four-Rivers, existed for nearly 100 years. Being founded by the remnants of wastelanders in north Florida, Alabama, and south Georgia. They were based around a tribal system of government, and lived as a family unit did, taking care of one another in such a harsh environment. Their name is based off the location of their home, a large hub of shacks built around and in a sunken riverboat, right in the middle of a delta made up of the mouths of four rivers.

Faction's Specialties: Armor and Weapon fabrication. They can craft the perfect armor and weapon, specifically for the environment its used in, or based on the person who requests it.

Caleb is a master of this craft, being the one who made his own armor, and restored his carbine that he found in a Civil War museum in Ft. Myers.






Region: Delta
Writer: Muffin Man 118
Faction: The D’azzi Family
Leader: Marco D’azzi
Background:
Spoiler
Name: Marco D’azzi

Age: 22

Race: Caucasian

Appearance: Slicked back black hair, slight tan, goatee

Clothing/Armor: Pre-war pinstripe suit, black loafers

Weapons: Repeating shotgun, snub-nosed revolver, stiletto knife

Bio: Hailing from the D’azzi family, Marco is the recent heir to the family fortune, a criminal empire stretching through the region surrounding the two pre-war cities of St Petersburg and Tampa. Quick to anger and giving little thought to the consequences of his actions, Marco is as unreliable as he is crooked.

Zone Chosen:
Delta

Zone Geography:
The Delta region is mostly wasteland, however the more urban areas to the south have become a den of thieves and smugglers. Many of the hotel buildings and resorts have been renovated as powerful estates of luxury, in which the occupants enjoy a carefree and excess filled life. The area has been renamed Daga Bay.

Name of Faction:
The D’azzi Family

History of Faction:
Starting off as nothing more than a group of thugs and criminals establishing a place of safety and operations in the region. Slowly but surely, through violence and bloodshed, backstabbing and betrayals, one family arose from the trash. These were the D’azzis.
Operations began fairly small scale, with bootlegging and smuggling between the other factions. It was only when they discovered the old, pre-war phosphate mine that the real money began pouring in. The well-established Eisenstahl faction paid good money to be the sole acquirer of the valuable resource, money that fuelled the organised crime in the region, enabling the family to expand into gun-running, drugs and tobacco.

Faction's Specialties:
The family business itself extends into many areas and if there’s dodgy dealings going on in the area, it’s likely they have a finger in the pie. The premiere source of organised crime in the region, the D’azzis trade weaponry and technology on the black market, most of which gleaned through trade with Eisenstahl due to their want for the valuable phosphate available in the Tampa region for firearms production and heavy industry. The production of various drugs and enhancers is also present in the region along with traditional tobacco production. Cigars are also one of the more exclusive exports of the D’azzi family, although not particularly high quality or pure, it is still a much wanted rarity. A small slavery business operates out of the area with much of the area’s illegal industry powered by forced labour.

Whilst these dealings have brought the family wealth, they still lack the raw firepower and manpower that the other factions hold. Fortunately, the surrounding factions have given the family room to operate (albeit in an uneasy alliance) due to their usefulness in smuggling, black market, intelligence gathering and espionage, with members operating in virtually all areas of the Florida region. Bootlegging is also a major revenue booster.

One area of problems faced by the family are the mutants to the south, these tribal people do not appreciate nor fully understand the concept of organised crime and feel no need for drugs or conventional weapons. A state of mutual misunderstanding is held, with tensions rising in the family on how to make a profit from these people. For a short while it was considered that slavery might be an option, although this was met with expected hostility and the slaver groups had never returned from their endeavour.

As a military force the D’azzi family employ various mercenary groups for their own defence and actions, with a small core of loyal operatives performing more precise operations.

The faction is in possession of several small nuclear generators and vehicles, mostly basic cars, retro-fitted for speed and manoeuvrability. The family is also in possession of small boats which it uses to distribute its wares throughout the coastal regions.



Many of the original writers have returned and will be controlling their respective areas. The above areas are still open to anyone who wishes to join. If you were particularly interested in a certain area you might contact the individual who now controls that area (you can find that by looking at my previous post, no original writers have yet been replaced) and see if he might allow your smaller group to exist within his domain.

Whichever Regions remain unclaimed will revert to the original writer's intentions and my control, until I find someone to take them over.
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Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Mon Dec 06, 2010 12:21 pm

Alright, another update.

Sigma is taken and someone is preparing something for Alpha.

Delta however is still quite free. If someone wants it post a CS or PM me one, if not it will just become a Raider/Slaver stronghold.
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Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Mon Dec 06, 2010 11:28 am

Delta is gone.

This can be locked.



EDIT

The RP Thread will be created as soon as I get the last CS, created by Wookie who will be claiming Sigma Zone
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NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

Post » Mon Dec 06, 2010 7:56 pm


This can be locked.


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Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am


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