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Post by mallion on Jul 11, 2015 23:40:38 GMT -5
Ok, so I started a Maine Fallout RP on Gaia Online the other week, but not much takeoff. Kinda drowned in hundreds of other peoples' posts. But, I got really into it and made a lot of the world so far. I'll post the stuff from there on here, and I'd like help on improving it.
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Post by mallion on Jul 11, 2015 23:42:32 GMT -5
Story: There is a legend in the American Wasteland. A legend of a Vault filled with Pre-War riches. Technology, books, pure water, even mountains of gold stashed away in the state of Maine. The tip of America. Vault 62... Some say the Pre-War government used it to keep their greatest inventions safe, others say it was another horrible experiment to see what the occupants would do if they were locked in a vault filled with an abundance of food, weapons, and technology ending in a bloody struggle to see who will have the most. But as it is, these are merely tales as the data on Vault 62 were little, detailing simply that it was overstocked. No specific location, no details. Only that it is within the remnants of Maine.
During the great war, 2 bombs had hit the state directly. One directly in the center of Augusta, and one due north of Chamberlain Lake. One other had exploded out in the coast of Jonesport, irradiating the beaches and resulting in an oversized population of Mirelurks. However, due to limitations of food and territory, the Mirelurks fought amongst each other until only a tenth of the original population was left. Thanks to this, larger and tougher Mirelurks remained to populate making the Maine beaches into highly dangerous areas removing almost any chance of fishing north of Swans Island.
East of Augusta, lies Fort Knox. Here, the Brotherhood of Steel have set up shop, establishing a city that the locals dub Steel Port; the main city of Maine. It was founded by Elder Marchant back in 2253 when tales of Vault 62 first came up. Marchant and his men search for 3 years before declaring the mission to be a waste of resources. However, High Elder Maxsom IV felt that having control of Maine's coast would be good for Brotherhood. So, after taking Fort Knox from a hoard of Super Mutants, the Brotherhood established a settlement inside the Fort. The Maine Wastelanders surrounded the fort hoping for protection from the harshness of the waste, but were instead allowed to make their homes around the Fort. The Brotherhood even agreed to protect the denizens of Steel Port in exchange for food that the wastelanders were to provide, forcing the Wastelanders to set up fishing operations along the Penobscot River. This synergy lead to a growth. Bolstering the Brotherhood's numbers by recruiting from Steel Port, as well as creating a functional society in the Maine Wasteland.
In Northern Maine, trees have begun to grow again. Creating large, lush forests spanning from Baxter State Park and up. Cities like Fort Fairfield have become covered in overgrowth. Turning them into concrete jungles. But this growth is not without its dangers too. Around Mt. Chase lie tribes of Super Mutant Nightkin. They have adapted to the Maine forests and have become brutal hunters. Luring unsuspecting Wastelanders to their deaths. Though according to a few accounts, yet to be verified, it seems that these Nightkin are also searching for a Wastelander with a pipboy in order to open Vault 104 which supposedly was a Stealth Boy testing facility. But again, not verified as most people are eaten. East of Mt. Chase reside crazed tribals who believe that a Deity named Harold blessed this land with Plant Life, and that they are to be the ones chosen to inherit the forests.
The year is now 2285, this is where our story shall begin. We are here in search of the fabled Vault 62 whether it be for the betterment of the Maine Wasteland, to aid the Brotherhood or Enclave, or merely to make yourselves rich. Be careful, however. There are many dangers here, and the Enclave are rising again out of the ruins of Allagash from the north. There are many new factions to side with or fight with here, as well as new enemies. The journey will be hard, many may die. But for what Vault 62 may hold, will it all be worth it? _____________________________________________________________________________________
Factions:
Name: Brotherhood of Steel Leader: Elder Sarah Mayburn (Female, age 26, Black) Location: Fort Knox (Steel Port) Allies: The Coastal Rangers, Old Town
Name: The Coastal Rangers Leader: Lee Chance (Male, age 30, Asian) Location: Steel Port Allies: The Brotherhood of Steel, Old Town, The Iron Bangers (Neutral)
Name: Old Town Leader: Mayor John Bluefield (Male, age 56, White) Location: Old Town Allies: Brotherhood of Steel, The Iron Bangers
Name: The Followers of the Apocalypse Leader: No leader, but a notable figure would me Melissa Cartwell (Female, age 28, Hispanic) Location: Fort Western (South of Camp Uma) Allies: None, they are Neutral
Name: The Great Khans Leader: Malechai Dirges (Male, age 32, Black) Location: Little Ridge Ruins Allies: Crawford Raiders
Name: Crawford Raiders Leader: Skullcracker (Male, age 27, White) Location: Crawford Hills Allies: The Great Khans
Name: The Green Enclave Leader: Sir Michael Roderick (Male, age 53, White) Location: Ruins of Allagash Allies: Haroldrian Tribals [Note: The Green Enclave have the Tribals wrapped around their finger after displaying tech from Vault 22 in the Mojave Wasteland, showing they have the power to create Plant life as well as Spore Carrier soldiers]
Name: Haroldrian Tribals Leader: Grand Keeper Mary Barklover (Female, 29, Hispanic) Location: Western Forest Allies: The Green Enclave
Name: Nightkin Hunters Leader: None Location: Mt. Chase Allies: None
Name: The Iron Bangers Leader: Santiago Iron Banger (Male, age 31, Hispanic) Location: None, they are Nomadic Vigilantes Allies: None, this is a Neutral Faction [Note: The Iron Bangers are Melee Wielding vigilantes who roam Maine to protect its denizens from the horrors of the Wastes for they feel that the Brotherhood are too weak to do it.]
Name: Port Town Leader: Gerel Mitchels (Female, age 55, Asian) Location: Ruins of Portland, Port Town Allies: None, this is a Neutral Faction
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Post by mallion on Jul 11, 2015 23:43:44 GMT -5
These are all new things being added in, not the only items
Particular Items
Caps: Nuka-Cola was big in Maine as well. So Caps are still the primary currency.
Nescafe Coffee Mix: When a storehouse was found with crates filled with jars of Nescafe Coffee grounds, it was raided for all it had by the locals and spread throughout the Maine Wasteland. The people of Port Town have been able to create a farm inside the local vault, Vault 25. They used the Vault Database to gain information on how to grow Coffee beans, and with the help of Doctor Martin who was able to reconfigure the vault, Port Town now has a coffee farm. Port Town will happily buy Nescafe Jars from travelers and will sell coffee grounds to them at a discounted price, depending on the amount of Jars sold.
Rheingold Beer: It's unsure how this beer lasted this long, but it still tastes great.
Rheingold Beer Tabs: The tabs on the top of Rheingold Beer cans are an alternate form of currency if you don't have enough caps for something.
Antique Items: Many locations in Maine were more heavily fortified before the Great War to aid in the defense of the U.S. Thanks to this, there are plenty of locations that weren't blasted to atomic bits by the bombs, leaving a few Pre-War goodies. Notably, Pre-Pre-War goodies like Muskets, Flint-Locks, MREs, and other oldies inside of Museums and Forts.
Mirelurk Armor: Some dude had the bright idea and take the shells of dead Mirelurks and sew them onto some Leather armor. Smells iffy, but has some decent protection. Just avoid wearing it in public to save face.
User ImageUser Image
Enemies:
Nightkin Hunters: The Nightkin who dwell around Mt. Chase and have become efficient and deadly hunters of the forest.
Direlurks: The Mirelurks who reside along the Eastern Coast of Maine who are bigger, badder, and tougher than their Mirelurk cousins.
The Green Enclave: The Enclave have returned and are rebuilding their forces in Allagash. Who knows why they're choosing to return now, and in Maine even.
Raider Junkies: Some Raiders in the Maine Wastes have taken a little to kindly to Jet and other drugs. They've lost all sense of reality and will come at you vehemently if they even have a inkling you have possess their next fix. Or they may think you're a dragon. Either way, don't fuck with them.
Weapons
Plasma Launcher: This is a similar weapon to a Grenade launcher, only this one launches plasma Grenades
Plasma Spears: These tribal spears have been upgraded by the Green Enclave by adding in explosive plasma packs inside the blades of the spears adding in a little extra punch!
Antique Rifle: This Rifle was found in many of the old forts of Maine. They're single round rifles that don't have the best range, but can pierce Super Mutant skin if close.
Molotov Cocktails: What do you think they do?
[[More will be added later on]] __________________________________________________________________________________
Vault List:
Vault 25 - Social Experiment Vault built with malfunctioning sprinklers. The residents would suffer through random showers from the malfunctioning sprinklers to test stress. Located a mile south of Port Town
Vault 33 - Intended to study the limited genepool of the only 2 physically ideal inhabitants. One male and One female. Incest was encouraged to see how far the gene pool could go before deformations or mutations occured. Repulsed after learning of the Vault's intentions, the woman stabbed her uterus with a hot knife, rendering her infertile. The couple died within the sealed vault leaving it in pristine condition. Located east of Haynesville.
Vault 49 - Inhabited by 100 people, and 100 Robots consisting of Protectrons and Securitrons. The only entertainment given to the Vault were Robot apocalypse films and holodisks to make the human residents paranoid of their robot helpers. The humans eventually attacked the robots once the paranoia had hit its apex. No human survived. There was a second part to the experiment, however. 2 of the robots, 1 protectron and 1 Securitron, were provided with the best of A.I. chips in order to see their mental status should the humans fail in removing the robots. The protectron named A11-En is now severely depressed while the Securitron Rorschach now possesses a severe superiority complex and bullies A11-En on a regular basis for being sad over human deaths. Located in the ruins of Gorham.
Vault 57 - The vault was inhabited by 200 Teenagers and were given a large number of Pip-Boy videogames. The vault was meant to test the teenagers' attention span and if they could be responsible in keeping the vault going rather than being sucked in to the ever so convenient video games. Needless to say, the vault failed after 5 years... It has been opened and looted for the last 100 years, but all of the videogames remain laying inside due to a lack of people in the wasteland possessing Pip-boys. To the wastelanders, it's useless junk. Located in Pappy's Cove
Vault 62 - This vault is rumored to be filled with Pre-War technology, books, and weapons. The only data shown of it states that it is overstocked and in Maine.
Vault 74 - Purely a thought experiment Vault. It was connected to the waters surrounding Daniels Island in Reynolds Bay, filled with radiation as well as tanks filled with 400 sharks of varying species. The experiment was to see what would become of the sharks with all of the radiation. The experiment showed little to no results other than making the sharks complacent with one another. However, the experiment changed when The Master took this as an opportunity to change the radiation flood to fill the vault with FEV. The Master's desired effect came to fruition when after a few generations of living in the FEV laden waters, the Sharks had mutated into what could only be considered as water demons. Larger, hungrier, and ear Mirelurks for breakfast. Located on the coast of Daniels Island.
Vault 104 - This vault was reserved to the military's Spec. Ops as a testing ground for various models of Sneak Boys in order to breed stealthy super soldiers. The over use of Sneak Boys eventually drove the soldiers mad and they all ended up killing each other. It is now a graveyard stocked to the brim with various Sneak Boys of questionable use. The Vault can only be opened by either the Overseer, or by a Pip-Boy with Fort Codes given through the terminals of any of the military bases and forts in Maine. Located inside of Mt. Chase
List of Notable Locations in the Maine Wasteland
[[If I listed every single location, I'd just use up too much space. I'll put in the notable areas and we can fill in the rest through the RP]]
Steel Port - Point of Operations for the Maine East Coast Chapter of the Brotherhood of Steel. Located around Fort Knox, this city has grown due to the amount of refugees seeking protection from the Brotherhood.
Kennebec Arsenal - The only surviving building during the Great War bombing of Augusta, this was used back in the 1830's as a base of operations, it was outfitted with commandant's and officer quarters, barracks, stables, a carriage shop, and the main armory. In the year 2,000, it was deemed a National Historic Landmark for how well it stood the test of time. When the Great War began, the building was upgraded and was fully stocked in case the Chinese invaded the East Coast. Now the building is defended by Pre-War Securitrons.
Port Town - Built out of the ruins of city of Portland, this town would not have survived if not for the nearby Vault 25 which provided food, and plenty of clean water. The citizens built outside of the Vault so to enable trade access with the caravans. Later on, thanks to the brilliance of Doctor Martin, they were able to rig up some of the rooms inside the vault to become farms for Coffee beans. Now their main trade is Nescafe coffee grounds. Not quite like the pre-war Nescafe, but any coffee is good coffee.
Fort Western - One of the 5 remaining forts in Maine, it is the eastern headquarters for The Followers whom have set up camp there. They either sold off most of the pre-war weapons, or broke them down for parts for their medical machinations.
[[coming soon]]
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Post by Zelus on Jul 12, 2015 0:52:40 GMT -5
Hey, uhm. Sorry to tell you this, but you appear to have based this on some lore that isn't based on the neither the expanded site lore nor the official lore of Fallout. Rather than sitting down and trying to figure out what needs to be changed and sifted through like a poor guy during the gold rush, it would probably be best for you to go through the lore we have on site, found here. Perhaps once you've familiarised yourself with that, you should consider resubmitting this within the bounds we've laid out? A good example of a new area to draw inspiration from would be Broken Banks or The High Desert Wasteland. Thanks, Zel
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Post by mallion on Jul 12, 2015 23:24:22 GMT -5
In all fairness, I hadn't read any of the Lore or guidelines for the Fallout section before posting which is my own fault. I had assumed that instead of there being a central lore to the site, that it was just a site for anyone to set up any fallout rp they desired to put out. Knowing this, I'll see about joining one of the pre-existing ones, or altering my own.
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