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DerpyDoo

The S.A.F.E. Program - Securing A Future, Eventually

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Following Total Atomic Annihilation, the rebuilding of this gnomish nation may fall to you.

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That's why we here at the SAFE Program, Securing A Future - Eventually, have prepared for you an indoctrination dossier about present-day approved history as well as a glimpse of the kind of excellent living you can expect in a Long-Term Nuclear Fallout Bunker, A SAFE.

Remember, if the worst is to happen... you will be SAFE with us.

Firstly! Let me congratulate you on your approval and acceptance to SAFE 14! Located in Coldridge Valley, we ensure your descendants for the projected few centuries until safe radiation levels will live in a comfortable (certainly compared to the surface) environment constantly regulated to reduce radiation contamination!

Now, let us recap on the recent events that have led to the SAFE Program's creation, and get you caught up on important history.

| - > The First War occurs, invasion by strange alien creatures from another planet known as Orcs assault the kingdom of Azeroth.
|
| - > The attacks become significantly more aggressive, and move northwards during what is colloquially known as the Second War.. Khaz Modan
|       is made safe through technological development and minefielding, however the Gnomes and Dwarves still join the Alliance to help combat this worldwide threat.
|
| - > Goblins, motivated by greed like always, throw any native loyalty to their very planet away and side with the invading forces, focusing on technological
|       development for them as well.
|
| - > Thanks to gnomish ingenuity and the stalwart bonds of the Alliance, the far weaker Horde is mostly forced out of Azeroth back through the invasion
|        point in the now Blasted Lands.
|
| ((DIVERGENCE, SHIFT AND CHANGE IN TIMELINE))
|
| - > Polarized even more strongly than before by alternate sides in the war, the Goblins decide to side more fiercely with the dying Horde than before, keeping
|        some bastions of Horde power alive as they begin an aggressive research and development program into weaponry. The Gnomish people see this as a deadly
|        threat to the peace brought about by the Alliance's victory, and thusly resolve to help push the Alliance's military might to the pinnacle of its performance. This
|        arms race becomes known as the Cold Technology Wars, a period of 7 years following the Second War.
|
| - > Gnomish Scientist Sicco Thermaplugg creates Irradiator technology, which is summarily stolen by Goblin espionage agents. Sicco Thermaplugg takes a vacation
|       which is waylayed by bandits and is killed far away from Gnomeregan territory. Goblin agents use the Irradiator technology to create the first Thermonuclear
|       explosive device, and the plans are swiftly reproduced with greater efficiency by Gnomeregan scientists.
|
| - > A one-year period known as the Brink occurs as the gnomish and goblin leadership have a stand-off with these devastating weapons that were projected to be
|       capable in great enough quantities to destroy the known world. Because of this danger, the SAFE Program is created by the Gnomeregan government in order to
|       protect our species in the event of nuclear annihilation.
|
| - > COMING SOON: Gnomeregan scientists are further safeguarding our future with the currently in-development LAZARUS Project! A creation kit capable of turning a
|       barren stretch of radioactive wasteland into a beautiful and almost completely harmless eden! Presently, the project is only in development but SAFE 14 is
|       designated to be one of the first to receive a LAZARUS unit once it's released from prototyping! Remember, with us - you're SAFE!
|
| - > Record edit ends August 22nd, Year 610 King's Calendar
| - > Last Accessed, 180 years ago.

 

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The SAFE Program is a roleplay heavily inspired by the Fallout series, while remaining extremely heavily within believable Warcraft perimeters. It centralizes on SAFE 14, a long-term nuclear fallout shelter that has been active for around 180 years. History had a change and Divergence that started at Year 10, after the full defeat of the Horde during the Second War, and expedition into Draenor. The Third War never occurred, instead replaced by a series of events between the Alliance and Horde, now drug along in an extremely aggressive arms race between the Gnomes and Goblins. This culminated in the creation of the atomic bomb - and after a very short period of brinkmanship total atomic annihilation. The society of the Eastern Kingdoms has completely fallen, save for small bastions (The Elves in Silvermoon have locked themselves away, and many human societies in the north have become tribal again in the face of wastelands and radiation storms)

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Magic is rare, and mostly left by the wayside due to culture during the Cold Technology Wars - especially in gnomish and goblin society, though some other races still are devoted to the magical arts. Dwarves and Gnomes became closer than ever during this period of time, and there are common enough instances of dwarves who were accepted into the SAFE programs. Life within the SAFE was fully communal, and has very little privacy. The small numbers that live there usually get to know every single person who lives within their SAFE. Food, clothing, and clean water is obtained through feats of technology, and each SAFE is watched by an Overseer who handles administrative duties.

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The story of SAFE 14 has already begun, as a faulty water chip leaves the SAFE with only a week's worth of water. Having no replacements, the Overseer sent out a small group into the Coldridge Wastes, where they discovered there was not much left for them... some of the small group was lost to the wastes, however some companions were gained. Wanderers, Mutant Lepers, Sentient Robots, the Wastes were more full of life than expected. Here, the sole survivor of the SAFE expedition looking for a chip met with The Wanderer - a traveler from SAFE 13 in Kharanos, a long-destroyed safe by Frostmane Ghouls.

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He told her many tales about the Wastes, stories about Newtt - the valley full of horrific experiments at the foot of Gnomeregan. Of his home in SAFE 13 and the Frostmane Ghouls that destroyed it. Of the Eastlands, where the tribal gnomes made do in the least-irradiated valleys and alcoves of Morogh, and of The Forge - the remains of great Ironforge taken over by a Raider-King who uses the Great Forge as one of the few ways to create new steel in the Wastes, as well as the infectious Radplague that de-evolves those in the outer rings of the city into mindless troggs and lepers. He told her he had come to Coldridge Valley chasing a legend of something known as Lazarus - able to return life to the wasteland.

With the Wanderer by her side, the sole survivor of the expedition found a lead that brought her towards trolls being the culprits for the stolen water-chip. With a leper gnome and a self-reprogramed bot by their side they assaulted the Frostmane's cave, forcing their way inside and finding both the chip... and a stolen prototype for the LAZARUS Project, one of the only prototypes known to exist outside of the now-deadly Gnomeregan and Newtt Basin.

Returning back to the SAFE, the survivor of the expedition found that things had changed. A riot had broken out after it was known that there were only a few days of water remaining in the SAFE, and blame was laid on the Overseer who had kept it secret to prevent a panic. She was killed during the riot, among others - and now the riot was contained, but everything was different. Everything in the SAFE had changed, and the eyes of the leadership turned to the Wanderer and his discovered Lazarus unit...

 

OOC INFORMATION

Serious gnomish roleplay, go figure.

I'm a passionate fan of both Fallout AND Warcraft, and have sought to blend the pair together as much as I can. Most things are the same, with heavy mixes of both. It's Fallout elements on a Warcraft canvas, a what-if scenario involving similarities to the problems of Gnomeregan, on a far larger scale - sweeping the Eastern Kingdoms.

As expected, things are custom enough that players may require to make characters specifically for this. An inevitability for the form, but the roleplay so far during these events has been quite fun! It runs pretty well on just a few players, though as things grow more can always be helpful.

Because of the setting, the #1 races permitted are Dwarves and Gnomes. Native to the area, they are simply the best options. Those who play other character races may find themselves limiting their capabilities further than would be fun. However, there are also options for other things such as Leper Gnomes, Sentient Robots, and VERY RARELY Tribal Humans.

Goblins are a tricky situation in this. While there ARE options for them to be written in, the are the metaphorical commies of this story - hated and despised by a gnomish population with a heavily indoctrinated upbringing telling them that goblins were at fault for everything and struck first in the nuclear war. Playing a goblin would be to begin with, a stranger in a strange land. Deep within the enemy territory of Dun Morogh, a goblin's ancestory would've had to have been unique arrivals followed by generations of time in those nuclear wastes. Then, most natives and any automated systems would be against them. Many goblins would likely find a rather swift end out there in the dead radioactive wastes.

There are planned expansions to territory as story progresses, including a path for certain DLC nods to Fallout content including references to
Old World Blues
Honest Hearts
The Pitt
And the Master's Coming.

Each brings a bit more terrain to the table, with a bit more to do with it each time. At the moment, the starter storyline in Coldridge Valley could be best described as similar to the birth of the NCR and Shady Sands.

I am looking for people who are interested enough to help me in this endeavor in terms of DMing, however I will mostly want to be able to get a read on that person first before giving them perms.

Anyone is welcome to come invis and check things out, maybe you'll see something you like! The entire map is and will be custom builds (except maybe for a revamped Ironforge or Gnomeregan, in time)

PHASE 283

Edited by DerpyDoo

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No they are not. No third war, remember? Lepers/Irradiated Trolls/Degenerated Dwarves-Turned-Troggs would be the closest to Ghouls. Feasibly, humans could turn Forsaken in appearance. ...but no. Northrend and Lordaeron were bombed out, and are not relevant much to the present day story, years before Arthas culled Stratholme.
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Edited by DerpyDoo

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Gnomclave........

Alas, because I already have plans for the ruins of Gnomeregan, the Gnomclave might be superceeded by Old Gnomeregan Blues - buuuuut I might just give them like. I dunno, a quarry somewhere. That might be neat, have em harass the wastes from there.

As-is though... storyline inc for New Coldridge Republic!

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Gnomish Power Armor is already a thing and already has been used B)
Though it is somewhat-ish rare, or at least not reproducible at the drop of a hat. SAFE 14 had a few of the suits, and more may be able to be found across the Wasteland, in... varying condition.
Now... the Brotherhood, well. That's a toughie. Yes? But at the same time... I may alter them somewhat. Make them a sort-of POTENTIAL ally during the Old Gnomeregan Blues DLC. Right now, it's Shady Sands - and focused fully on that.

Let's open up the GECK and get the New Coldridge Republic started B) Then we can move along to the rest of the wasteland, raiding groups, the tribes of the Tundrid Hills, and the rest.

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im sold. Granted, it doesn't really take much to get me into Fallout RP regardless of where it is.

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5 minutes ago, Myomeme said:

less bugs than bathesda

Well, there were more bugs but you shot all those Radroaches in the starter event.

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1 hour ago, DerpyDoo said:

Well, there were more bugs but you shot all those Radroaches in the starter event.

I shoot stuff because I get stuff

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