Adhomian North Pole

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  • Overview

    Located at the northernmost point of Adhomai, the North Pole is a barely explored landmass that has recently attracted the attention of the Tajaran nations. Protected by its extreme climate and legends, the pole was left virtually untouched until the Cold War. Researchers, explorers, and soldiers now flock to the continent to unveil its secrets. Each side has already begun to carve their territory using their expeditions.

    The Adhomian factions are now engaged in a race to conquer the North Pole. Each faction has begun to deploy their Tajara on the polar shores to explore and seize as much land as possible.

    Geography

    The Adhomian North Pole is a mixture of rock and ice sheets. Like most of the planet, the geography is marked by tall mountain ridges and peaks. The poles are also home to the only active volcanos in Adhomai. The climate is extremely severe and the temperature never goes above the freezing point. Snowstorms are frequent. Because of its position on the globe, the Pole experiences the winter for most of the year; during this season, the days are usually locked in a perpetual night or twilight.

    The sea around the North Pole is littered with icebergs and shipwrecks. Navigating around these waters is dangerous and only reserved for the most experienced sailors. Countless ships have been lost while trying to navigate around the treacherous polar waters.

    Notable Locations

    • Mount Zho'takh: the tallest mountain in the Adhomian North Pole. Due to its size, it can be seen from most of the region during the rare days of good weather. No expedition so far has managed to reach its peak. Aerial reconnaissance showed the presence of several cave entrances at the foot of Mount Zho'takh. Researchers believe a radio outpost on or near its peak could be of great use as a reference point for navigation. Planting a flag on its top is a matter of prestige for the Adhomian nations.
    • Whispering Field: located on the east coast, the Whispering Field is an ice plain notable for the presence of square obsidian slabs arranged in a one-kilometer-wide circle. While the origin and purpose of the structures are currently unknown, many researchers theorize it was likely built during the late Gunpowder Age to guide explorers. The name comes from the claim that faint whispering can be heard if one is to stay close to the stones for too long.
    • Dhrarmela's Forge: named after the deity, the Dhrarmela's Forge is an active volcano at the coast of the North Pole. The Forge is known for its frequent activity. Dust clouds and lava spew over the sea and the coast during its weekly eruptions. During more intense storms snow will build up near its opening. When the volcano erupts this snow turns into a massive haze of burning vapor. Scientists theorize that a massive eruption in the past was what caused the long winters that brought an end to the Incarnate Dominion.

    Fauna and Flora

    While the North Pole may appear to be devoid of life at first, it is home to several creatures. Besides the aquatic animals that dwell under the ice, there are a few creatures adapted to the harsh environment. However, most of the surface fauna is composed of microscopic organisms that feed on detritus or thrive in acid volcanic soil. Finding new species is one of the objectives of the expeditions.

    The native flora is restricted to small lichen-like turfs that sometimes emerge from the ice during warmer days.

    Notable Animals

    • Mukorshik (Scavenger): segmented, keratinous creatures that feed on the Hma'trra Zivr carcasses found on the pole's surface. The Scavenger has several legs and pincers used to cut the meat. When not feeding, the animal remains buried in the ice. Its meat is bitter and poor in nutrients. They are also found around Tajaran installations, where they take advantage of the detritus left behind by the expeditions.
    • Sfahn'Zamhir (Ice Catcher): often mistaken for rocks, the Ice Catcher appears to be a mere stone sticking from the surface. However, the upper part of the creature is just a shell designed to protect its organs. Under the ice lies most of the animals: large tentacles that are used to catch underwater prey. When hunting, these appendages sting the prey with a paralyzing poison and then drags its body to the Catcher's mouth. The Sfahn'Zamhir's meat, due to its nutritious value, is commonly eaten by polar explorers.
    • Yaf'in (Wriggler): discovered by the ALA expedition, the Yaf'in is a large arctic predator. The creature's main body is a white flesh sphere from which several tentacles emerge. Each appendix has a small hook-like claw at its end. The mouth is a single, long proboscis. Despite being aquatic, the Yaf'in can crawl on land in search of prey. It frequently hides in wrecks, where it attacks its victims by strangling them with its tentacles while dragging them into the water.

    Notable Plants

    • Vulcanic Hogweed: discovered in a valley close to the Dhrarmela's Forge, the Vulcanic Hogweed is a tall plant with a large bulb at its top. The Hogweed reproduces by opening its nodule and spreading its spores. Its most notable feature is the fact that its seeds cause a violent reaction - profusely bleeding through the eyes, skin pores, and mouth - when inhaled. The Liberation Army expedition currently controls its natural habitat.

    Anomalies

    Surrounded by legends and rumors, the Adhomian North Pole is home to many curious anomalies that remain unexplained. Pre-Contact Tajara usually attributed fantastic explanations to these events, either seeing them as a curse or an act of the gods. The expeditions are currently attempting to understand and likely weaponize these phenomena.

    • Wreckage Cemetery: the North Pole is notorious for the unusual amount of wreckages - ancient and modern ships can be found floating in the water or stuck in ice. Most ships lost in the sea end at the North Pole; scientist theorizes that this is caused by the ocean current or some magnetic anomaly. This treasure trove remained protected by the hostile environment and superstition until now; the expeditions have already begun to plunder the derelicts in search of artifacts.
    • Plasmageist: luminescent, lightning balls frequently spotted floating over the North Pole. The origin of this phenomenon is unknown; legends claim it is the vengeful ghosts of the dead sailors. While Plasmageists can appear at ground level; they can cause explosions when touching organic matter. Unverified reports of these anomalies touching ship decks and causing explosions are not unheard of.
    • Icequakes: the ice sheets of the North Pole are prone to sudden movements or quakes. When these happen, they can crack and break apart or have sections suddenly change elevation. Seismic scanners are unable to accurately predict when these occur. The quakes are much rarer on the outskirts of the North Pole, hence why permanent outposts are only made on the coast of the Pole. Theories range from these being the result of volcanic activity, the movements of Hma’trra Zmirs, to some sort of effect brought on gathering CO2 in the north.
    • Heat Column: a burst of warmth ranging from pleasantly warm to burning hot, Heat Columns can be a welcome respite from the coldness of the North Pole or a horrible end for an expedition. Believed to be caused by volcanic activity, a heat column bursts out of the snow layers and can only last for a few dozen seconds at most. Some are hot enough to boil flesh for unfortunates caught up in it or to turn the snow into scorching vapor. Because of the volcanic activity around Dhrarmela’s Forge, heat columns reaching high temperatures are common.
    • Magnetic Storm: some arctic storms are known to cause electronic and navigation equipment to malfunction. Traveling on land and sea during a magnetic storm is considered to be highly dangerous. The origin of this anomaly is currently unknown; scientists speculate that it is somehow related to Adhomai's magnetic field. Besides inducing malfunctions, these storms are frequently accompanied by lightning.

    Conquest of the North Pole

    In their struggle for supremacy during the ongoing Cold War, the Tajaran nations have launched missions to the North Pole. These expeditions seek scientific data, prestige, and anything that could give their factions an edge in a future conflict. While the missions are mainly focused on exploration and research, sabotage and violent skirmishes are still a possibility.

    People's Republic Scientific Expedition

    A Hadiist scientist wearing a HES-02 suit.

    The People's Republic was the first faction to gain a foothold on the North Pole. In a joint effort between the navy and the Ministry of Research, a research station was established in 2464. Submarines and airlifts are used to supply the Hadiist expedition.

    Out of all expeditions, the Hadiist one is the best equipped. Besides the typical cold-weather gear, they have access to HES-02 suits: a top-of-line environmental bodysuit designed by the Hadii Institute of Orbital Research. The suit contains its own life support system and offers protection from several types of hazards. However, the suit's back air tank is easily damaged and current models restrict movement.

    Created to solve the problems of transportation at the North Pole, Kharmachov Exploration Vehicle is a large, tracked vehicle designed by the Hadii Institute of Orbital Research. Besides all kinds of adaptation to the extreme cold, the car has heated living quarters for its crew and a small laboratory. The prototypes have a landing pad on the top, from where an autogyro can be sent for aerial reconnaissance. Another notable feature is the fact that the Kharmachov is powered by a nuclear engine; the reliability of this innovation is untested so far.

    Bases

    • Rhagrrhuzau Station: the headquarters of the Hadiist expedition, a state-of-art facility equipped with laboratories; a small, but self-sufficient hydroponics garden; crew quarters; an armory; and a radio station. Navy personnel are tasked with protecting the base; a Ha'narr Corps division is present to act as pathfinders.
    • Camp Afterfall: established to study a meteorite found at the North Pole, Camp Afterfall is the second Hadiist outpost in the region. The base's laboratories are specialized in geological and material research. While any practical application to the meteorite has not been found yet, the discovery has brought much prestige to the PRA expedition.
    • Preservation Vault: a high-technology building storing most of the known Adhomian seeds and animal genes. The Preservation Vault's primary mission is to safeguard the planet's biodiversity in case of a nuclear exchange between the Tajaran factions. The facility is entirely managed by an artificial intelligence and defended by an automated security system. So far, the People's Republic has only been able to collect samples from the areas they control. However, plans to secure specimens from all of Adhomai are underway. Only high-ranking Party members and the polar expedition can access the vault.

    Notable Personnel

    • Research Director Trokhym Przhevalsky: responsible for the research staff in the expedition, Trokhym was chosen personally by Zhuldyz Hadii. Like his patron, Przhevalsky has high standards and is willing to sacrifice as much as possible for the success of the expedition. During his time in the Institute of Orbital Research, he was famous for his inventive, and usually unorthodox, solutions.
    • Party Commissar Refat Rrhakaslav: handpicked for his undying loyalty to the Hadiist cause and ruthless, Refat Rrhakaslav is the Party's eyes and ears in the expedition. During his time in the navy, he was feared and hated by the sailors due to his willingness in reporting them. Some rumors claim that his assignment to the North Pole was part of a deal between Irbaykhan Mirarkiizar and Yakiv Hadii.
    • Captain Wafiqah Arsenyev: as a veteran submarine commander of the Second Civil War, Wafiqah was selected by the Ministry of Defense to coordinate the military in the North Pole expedition. While this assignment was considered to be relatively quiet at first, it quickly grew in importance with the arrival of the other Tajaran factions. To maintain her prestige and ensure the Hadiist victory, Captain Arsenyev must now carefully manage her sailors and underwater supply lines.

    Miran'mir Academy Rescue Mission

    The New Kingdom landed on the North Pole in search of a lost archeological expedition who set sail in search of a Gunpowder Age ship, Minharrzka’s Chosen, in 2463. While the main objective of the Royalist mission is to locate the missing team, their presence has been used by the NKA in the ongoing conquest of the North Pole.

    The Rescue Mission is equipped with basic polar gear and internals. Despite having simpler equipment, they have access to a more stable supply line and experienced sailors and explorers.One of their primary focuses is figuring out reliable means of harvesting food in the North Pole. Royal Navy icebreakers have proved to be extremely useful in the frequently frozen polar oceans. Armored aerosleds also have been used for short-range missions. Ha’rron are brought along as well thanks to an innate ability for them to detect and avoid unstable ice.

    Bases

    • Little Kaltir: the main base of the New Kingdom's operations in the North Pole. Initially founded to serve as a port, Little Kaltir also has other facilities built into it: crew quarters, a well-funded archeology laboratory, and a small astronomic observatory. Despite the civilian presence, the Royal Navy has ownership of the site and considers it a military base.
    • Kraszar's Vessel: a large ship used as a mobile scientific base by the New Kingdom's expedition. The vessel is equipped with multiple laboratories, an aquarium capable of simulating the conditions of the arctic water, a submersible, and a flight deck. Despite its size, the ship is unarmed and requires protection from other vessels.

    Notable Personnel

    • Captain Tajrhalrr Zarkradhir: the current leader of the Rescue Mission. Captain Tajrhalrr was assigned to the expedition thanks to his friendship with Grand Admiral Mahtra Dynhaas, with whom he shares his vision on this entire endeavor: a pointless waste of money and resources. He is more worried about preserving the ships than finding the lost team.
    • Yevgeniy Chalnik: a disciple of Kamyar Hourany, the missing curator of the Miran'mir Academy's museum. Yevgeniy joined the expedition to help locate his mentor, but as soon he saw the wreckages littering the coast, he quickly decided to expand the university archeology programs to the North Pole. Due to his insistence on turning the expedition into a scientific mission, he frequently clashes with Captain Zarkradhir.
    • Prince Arseny Rogozhin: sent as part of a compromise with Count Tscherim Sanguszkho, Arseny is the Fraternity's representative in the expedition. As an academic folklorist, his usefulness to the mission is minimal. However, the Count insisted on allowing his presence. Only time will tell what the true intentions of the revivalists are.

    Liberation Army Navy Incursion

    Officially, the Liberation Army Navy was dispatched to the North Pole for two reasons: training and recovering lost ships. However, like the other Tajaran nations, their incursion is truly there to take part in the ongoing competition. Without much of the scientific drive that exists in the other missions, their presence resembles more of a group of scavengers and pirates.

    Despite the recent rebirth of the ALA navy, the expedition is decently equipped. The support of the Shastar Technical University has supplied them with reliable winter gear and internals. Besides the few military ships, a Crevan presence has followed the mission to supplement their fleet. The civilians play an important role in maintaining the incursion, usually by proving resources and technical expertise.

    Bases

    • Noghorr Base: created to serve as a scavenger shipyard and military port, Noghorr Base is the headquarters of ALA incursion in the Adhomian North Pole. Due to the pirate roots of the Liberation Army Navy, it quickly became a hub for criminals and other shady elements. Artifacts looted from the wreckages pass by Noghorr before heading to Crevus.
    • Dhrarmela's Garden: located at the foothills of Dhrarmela's Forge, this base was created to study and collect the spores of the Vulcanic Hogweed. The crew in this installation has to wear hazard suits while on duty to avoid contact with the seeds. It is still unknown if the plant has any real application as a weapon.
    • Mata'ke Lodge of the Northern Lights: the first and only Mata'ke temple located at the north pole. Due to the polar environment, its priesthood is composed of the most hardened and learned survivalists. The location is used by hunters and researchers who are interested in discovering or hunting arctic creatures. Despite its religious nature, the temple is under the control and influence of the Followers of Nated.

    Notable Personnel

    • Captain Usta Gorsh'kovy: retired since the end of the Second Revolution, Captain Usta was recalled back into service to join the new Liberation Army Navy. However, the once-experienced sailor had become nothing but a drunkard roaming Crevus' bars. Without much choice left, the army command assigned him to the North Pole, where most of his real duties are handled by his two rival underlings: First Mate Dimha Rhamazir and Kandaza J’shar.
    • First Mate Dimha Rhamazir: the second in command in the Liberation Army excursion, Dhima is infamous for his violence and greed during his time in the Second Revolution Navy. While many protested his return to duty, he was allowed back at the request of Commander Hotak. Rhamazir considers the civilian presence in the expedition a burden and desires to curb their influence.
    • Kandaza J’shar: the Crevan representative responsible for the civilian sector of the expedition. Despite being only officially responsible for the Free City's dealings in the North Pole, Kandaza became the leader of the non-military faction in the mission. Due to the importance of her faction, she has a nearly equal say in the incursion's matters compared to the First Mate.
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