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Earth Age: Command & Conquer Edition

Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Fri Oct 30, 2015 2:47 am

Still, tank traps aren't going to be much use against hover tanks like the Shatterer or Devourer. Or against the absolutely ginormous M.A.R.V.s - which are big enough to crush other tanks, and would just crush said tank traps under their own weight.

As for metal sorcery, that's assuming they can stay focused on that for long enough in this situation. And isn't that a relatively rare form of sorcery, though? Also, metal sorcery, from what I remember, looks like it needs to be done up close - something that would be counter-productive in this scenario.

I have heard of waterjet cutters. We've just never seen Drow move water at those speeds before, though. And frostbite is a concern, but given how many Nod soldiers like to pop combat stims, and infuse their bodies with nanotech and Tiberium compounds, many of them would just plow on. Noddies aren't exactly the sanest bunch. These ARE the guys who think that Tiberium is the catalyst for the next stage of human evolution.
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Fri Oct 30, 2015 3:26 am

Obsidian Agent wrote:As for metal sorcery, that's assuming they can stay focused on that for long enough in this situation. And isn't that a relatively rare form of sorcery, though? Also, metal sorcery, from what I remember, looks like it needs to be done up close - something that would be counter-productive in this scenario.


Sometimes being close to a tank is the beast way to kill it. https://en.wikipedia.org/wiki/Sticky_bomb
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Fri Oct 30, 2015 5:35 am

Bump - due to upcoming plans for DT/C&C crossover RP.

Various bits of information on the Tiberium universe, left out earlier.

First: Pics of Tiberium itself:
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A Tiberium crystal.

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Blue Tiberium - contains more valuable ores than normal green Tiberium, and thus, is more prized. At the same time, it's also more volatile.

The Tacitus:
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A data matrix of unknown origin - and at the very least, several millennia old. Contains vast knowledge of Tiberium (including how to contain it), as well as the Scrin. Some speculate that it was made by a now-extinct alien race who found out too little, too late, how to defeat the Scrin and stop Tiberium, and thus, plonked it onto Earth in the hopes that humanity would one day avenge them. Others theorize that it was the Scrin themselves who made the Tacitus, and then accidentally left it on Earth when one of their starships crashed in the distant past. Ownership of the Tacitus has passed between GDI and Nod multiple times since GDI learned of it in 2030, during the Second Tiberium War. Now, in 2058 (when the RP takes place), Nod possesses the data matrix.

(2030 is also the year in the RP universe when the Drow first appeared on Earth. Due to Tiberium affecting the mists - Tiberium gives off LOTS of toxic gasses, high-energy radiation, and exotic particles, as well as sapping vital nutrients from the soil, the Drow genome has been altered. Drow who give birth on the surface - even in Blue Zones (areas unaffected by Tiberium) give birth to Drow. The Age of Elfkind is over. Also, 2031 is the year the Nidra'chaal War took place here.)

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Blue, Yellow, and Red Zones. Yes, this was posted before, but here's info on how they're numbered.

Blue Zones, which have little to no Tiberium contamination, are under GDI protection and control. They are numbered as followed:

B-1: Northern Europe

B-2: US Eastern Seaboard and Southeast Canada

B-3: British Isles

B-4: Portugal, Western Spain, and the Northern Tip of Morocco

B-5: Alaska

B-6: Japan

B-7: Korea

B-8: Western China, Northern India, and Northern Pakistan

B-9: Madagascar

B-10: Greenland

B-11: California and Baja California

B-12: Western Tip of Africa

B-13: South Africa and Southern Mozambique

B-14: Southeast Australia

B-15: Iceland

B-16: Eastern Arabia

B-17: Patagonia (Southern South America)

B-18: New Zealand

B-19: Eastern Russia

Yellow Zones: Dangerously contaminated with Tiberium, but support most of the world's population. GDI has some territory in the Yellow Zones, but the biggest player in them is the Brotherhood of Nod, who control about half of the Yellow Zone territory. Average life-expectancy for a human living in either a GDI or Nod-controlled region is over a century. No, that's not "A hundred years? That's a long life", that's AVERAGE. 70 is the new 50. In Yellow Zones outside either GDI or Nod's control? Not so much. Territories are fought over by various warlords, militias, and mega-corporations, and life for the various people stuck there is... unpleasant. As nasty as the Yellow Zones are, they're nothing compared to the Red Zones, which are so contaminated that they can no longer support normal carbon-based life. The only things that can survive there already incorporate Tiberium into their biochemistry, and thus, are heavily mutated.

Red Zones are numbered as followed:

R-1: Mediterranean and Western Middle-East

R-2: Central United States

R-3: The Amazon

R-4: Central Africa

R-5: South-Central China and surrounding lands

R-6: Central Australia

R-7: Little Splotch in Northeastern Africa

R-8: Eastern Malaysia

R-9: Western Indonesia

R-10: Borneo

R-11: Western New Guinea

(Also, technically, in the Blue Zones, GDI serves as the government, so countries as we know them today no longer exist. The places listed are just named with the modern names for convenience.)



Now, onto the stuff you really care about: Weapons and enemies.

The GD-10 Rifle:
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Ricardo Vega, in an Integrated Combat Suit, holding a GD-10 Rifle.

The GD-10 is a modular weapon utilized by GDI Commandos. The GD-10 has four modes, of varying firepower.

Mode 1: Rapid-Fire Railgun. The standard mode, and the weakest. It fires magnetically-accelerated slugs of depleted uranium at hypersonic speeds. Mostly used to combat infantry. Despite being the weakest setting, it still packs the necessary punch to turn even Quain'tana into little more than a smoking pile of meat and bones. In under a quarter-second.

Mode 2: Multiple Rocket-Launch System (MRLS). Used for taking out enemy aircraft, the MRLS mode fires four anti-air missiles simultaneously. They can either take out multiple targets, or converge on one target.

Mode 3: Grenade Launcher. Need to clear a building? No problem. The grenades fired from the GD-10's grenade launcher will kill any and all unprotected and exposed infantry within a ten meter radius - and will even cripple or destroy light vehicles as well. The grenades also come with miniaturized guidance computers and small antigrav thrusters - similar to the ones on GDI and Scrin hover vehicles - to ensure they hit their targets. There are actually four types of grenades the GD-10 can fire. Standard (the ones mentioned here), EMP, Sonic, and Incendiary. EMP grenades do no physical damage, but emit an electromagnetic pulse which fries electronic components. Sonic grenades emit sound waves at Tiberium's specific frequency, causing it to shatter harmlessly, but can also be used for anti-infantry weapons, as the sonic wave shatters bones and liquefies internal organs. As for the Incendiary grenades, well, they use a white phosphorous warhead to do as the old saying goes. Kill it with Fire. Useful for giving the Noddies a taste of their own medicine.

Mode 4: Personal Ion Cannon. The most powerful of the GD-10's modes. This setting fires a charged particle beam as a miniaturized version of GDI's famed ion cannon satellite weapons. The blue-white beams fired from here are powerful enough to vaporize squads of infantry, blow up any vehicle smaller than a Mammoth Tank, Juggernaut Siege Walker, Avatar Warmech, or Annihilator Tripod, cripple said Mammoths, Juggernauts, Avatars, and Annihilators, and get the attention of high-end vehicles like M.A.R.V.s, Redeemers, and Eradicator Hexapods. However, due to the daunting power requirements, this mode is only used when absolutely necessary.



Enemies: Now, here come the goons and high-enders who you'll have to face - from both the Brotherhood of Nod and the Scrin. Note: Since the Brotherhood of Nod is still mostly underground now, the Noddies you'll be fighting are a rogue faction, who want the Scrin portal-tower for their own goals - but who are still loyal to Kane, and who think that this is wha he wants.

So... Nod goons!

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Nod Soldiers

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Nod Sniper

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Black Hand Soldier

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Confessor

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Awakened Cyborg

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Fanatics - Suicide Bombers



And now, the Scrin forces - the biomechanical constructs they send out to fight for them.

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Buzzer Swarm

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Intruder

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Archon

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Shock Troopers (WARNING: These guys have "Blink Packs" that let them teleport around the battlefield.)

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Disintegrator

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Ravager

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Cultist (Human or Drow that's been captured by the Scrin, brainwashed, and implanted with a cranial parasite that lets them carry out telepathic assaults - aka Mind Rape).

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Mastermind (You thought Shock Troopers were bad? These guys teleport OTHER PEOPLE around the battlefield. Not to mention they have the Cultists's form of telepathy.)

Ugh, still have a long way to go. Alright, onto vehicles and aircraft.

GDI Vehicles and Aircraft:

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Pitbull (Armament: Rocket Launchers)

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Guardian APC (Armament: Armor-Piercing Machine Guns)

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Predator Medium Battle Tank (Armament: Railgun)

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Shatterer Hover Tank (Armament: Sonic Cannon)

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Slingshot Hovercraft (Armament: Anti-Aircraft Guns)

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Juggernaut Mk. III Siege Walker (Armament: Long-range Artillery Cannons)

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Mammoth 27 Tank (Armament: Twin 150 mm Railguns, Two Rocket Launchers (for attacking infantry and aircraft))

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Orca VTOL Gunship (Armament: Air-To-Ground Missiles)

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Firehawk Fighter-Bomber (Armament: Air-To-Air Missiles, Air-To-Ground Missiles) (Note: Firehawks have flight ceilings in the stratosphere)

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Hammerhead Gunship (Armament: Armor-Piercing Machine Guns, and whatever the troops who board it are carrying)

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V-35 Ox Transport (Armament: None)

That was only the GDI craft? FUUUUU-


Nod Vehicles and Aircraft:

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Attack Bike (Armament: Missile Launchers)

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Raider Buggy (Armament: Laser Cannon)

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Scorpion Tank (Armament: Laser Cannon)

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Flame Tank (Armament: Twin Flamethrowers)

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Spectre (Armament: Long-Range Artillery Cannons)

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Stealth Tank (Armament: Twin Missile Launchers)

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Beam Cannon (Armament: Laser Cannon)

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Avatar (Armament: Laser Cannon, Claws)

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Venom Patrol Craft (Armament: Laser Cannons)

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Vertigo Stealth Bomber (Armament: Bomb Bay, Tail Guns)

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Carryall (Armament: None)

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Armageddon Bomber (Armament: Tiberium Vapor Bombs)


On to the Scrin. I need a drink.

Scrin Vehicles and Aircraft. Once more - biomechanical constructs.

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Gun Walker (Armament: Energy Gun)

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Seeker Hover Tank (Armament: Plasma Disc Launcher)

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Corrupter (Armament: Tiberium Sludge Sprayer) (Note: Corpses of those killed by the Corrupter's sludge may come back to life as a Visceroid.)

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Devourer Hover Tank (Armament: Proton Cannon)

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Mechapede (Armament: Tiberium Shards, Plasma Disc Launcher, Plasma Cutter)

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Annihilator Tripod (Armament: Energy Cannons) (Note: Also protected by deflector shields)

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Stormrider Fighter (Armament: Plasma Cannon)

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Devastator Warship (Armament: Plasma Disc Launchers) (Note: Also protected by deflector shields)

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Planetary Assault Carrier (Armament: Drone Fighters, Ion Storm Generator) (Note: Also protected by deflector shields)



Ugh. Do you have any idea how long it took to find these images? Anyway, we're almost done. Just some important NPCs, and then a note about this universe's WWII.

NPCs the characters will meet:

General Michael McNeil
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The hero of the Second Tiberium War, McNeil is a living legend. His exploits include cementing GDI's alliance with the Forgotten, stopping Kane's World Altering Missile, and impaling Kane through the heart with a metal shard. Not that that was enough to KEEP Kane down, but still. McNeil is a calm and reasonable man, though even he has his berserk buttons - most of them centered around Nod. During the Third Tiberium War, McNeil was responsible for galvanizing much of GDI to better fight off the Scrin after Nod had been seemingly defeated. McNeil now spends his days on board the newly built GDI command space station, the Philadelphia II, the spitting image of the original Philadelphia, destroyed at the beginning of the Third Tiberium War - albeit this one has point-defenses and a reverse-engineered Scrin deflector shield, to prevent anything like THAT from happening again.


General Jack Granger
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One of the heroes of the Third Tiberium War, Granger is similar to McNeil in many ways, albeit his temper is shorter. Especially when it comes to meddling politicians. A veteran of nearly 40 years, Granger has seen it all. The Second Tiberium War, Firestorm Crisis, Rio Insurrection, and Third Tiberium War are all conflicts he's been in. From Nod to the Scrin, and from CABAL to the Black Suns, Granger has faced so many foes that almost nothing surprises him anymore. "Almost nothing" does not completely mean "nothing" however.


Major Kirce James
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A lieutenant in the Third Tiberium War, Kirce is one of GDI's key intelligence and logistics officers. A bit pretentious, dramatic, and self-important, but VERY competent at her job. Need an ion cannon strike on short notice? A squadron of Orcas? A hundred Mammoth Tanks? Kirce can get it for you in almost no time flat.


Captain Sandra Telfair
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Aide to General Granger, and another member of InOps, like Kirce, also specializing in logistics. She's also a liaison between GDI and the media, particularly the W3N news network.


Colonel (ret.) Nick "Havoc" Parker
http://img03.deviantart.net/e4a6/i/2012 ... 5gs35p.jpg

(Image too large to fit in post, and only pic depicting Havoc sufficiently aged, even if it IS fanart)

The legendary GDI commando and veteran of the First Tiberium War, Havoc is as formidable in his eighties as he was in his twenties (Considering that Kane once ordered the Island he was on NUKED after he'd all but single-handedly wiped out the Nod force on that island, that should tell you something). During the Third Tiberium War, when Nod launched their blitzkrieg on Washington, D.C., Havoc was one of those who helped re-take the city, taking part in pivotal battles such as the Liberation of the White House, and the Siege of the Pentagon, preventing Nod from taking the GDI command center. More impressively, this was done during the height of the battle, when GDI and Nod forces were slugging it out in the former capital of what was once the U.S. - and now the regional capital of Blue Zone B-2 - and his task force was composed of a mix of GDI soldiers and seemingly random people who happened to survive the initial assault. Today, Havoc is a conservative pundit on W3N - specifically, one of those "increase military funding" pundits.


William Frank
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A news anchorman for W3N, Frank also hosts "The William Frank Hour" - a news segment on W3N where major political, military, and scientific leaders are interviewed.


Dr. Emel Ibrahiim
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One of GDI's top scientists, Dr. Ibrahiim is the leading expert on Scrin technology. Having just barely escaped from Munich before the Scrin leveled the city in the Third Tiberium War, Emel has a special hatred for the aliens who caused so much death and destruction in late 2048 and early 2049.


Rel'lumia Val'Nal'sarkoth
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Il'haress of the Nal'sarkoth clan - the first of only a few clans to establish diplomatic ties with GDI, albeit after years of negotiations, during which, the Nal'sarkoth were forced to free their slaves, if they wanted to gain access to GDI's tech and resources. However, as this was a very small price to pay for the massive advantages such an alliance would have, Rel'lumia agreed to it. And not too soon, either, as Tiberium had begun to encroach upon Chelian lands.


Inii'ria Val'Nalsarkoth
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Rel'lumia's daughter, and heir to the Nal'sarkoth clan. As well as the clan's ambassador to GDI. In the days leading up to the Third Tiberium War, she just barely missed the orbiter that would have taken her to the Philadelphia to attend the Annual Energy Summit. A fortunate event, as the space station was destroyed by a Nod nuclear missile at the start of Tib War III. She and her son Gailen, however, were in Washington, D.C. during the Nod assault on the city, and were among the people drafted by Havoc into his "Liberation Squad" - and were among some of the more normal people in said group. To this day, she carries a laser pistol on her - taken off the corpse of a Nod commando during the Siege of Washington. She is very supportive of her clan's alliance with GDI, especially after witnessing the carnage Nod and the Scrin unleashed on the world - without that alliance, she feels her clan would not have survived Tib War III.


Priestess Maja
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A Nod priestess, Maja is one of the highest ranking of the Brotherhood's clergy. She's also in the unenviable position of dealing with the renegades who've centered around the Scrin tower, hoping to activate it outside Kane's control. If they open the gateway ahead of Kane's schedule, who knows what havoc they could unleash. With Nod's ranks still depleted from Tib War III, Maja was unwilling to risk a Nod Civil War, and thus, contacted GDI to deal with the rogues.


And last, but certainly not least.....

Kane.
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Come on. Did you really think that he WASN'T going to be in here? Pffftt....



Anyway, as for the World War II in this RP, there's something you should know. The World War II that happened here was the alternate World War II that happened in Command & Conquer: Red Alert, and its expansion packs. The one where Albert Einstein discovers a rift in the fabric of space-time in 1946, builds the Chronosphere around it and uses it to secretly go back in time to 1924 to assassinate Hitler before he could come to power and prevent WWII, only to unwittingly create an even worse, alternate WWII where Stalin was the aggressor.

Why?

Simple. Red Alert 1 takes place in both the Tiberium and Red Alert Command & Conquer universes - the only game to do so.

Even so, there were originally plans to link Red Alert 2 to the Tiberium universe, but these were scrapped.

HOWEVER, in this RP universe, certain elements of Red Alert 2 did happen. Namely, Alexander Romanov was appointed Premier of the Soviet Union by the victorious Allies. Another thing from RA 2 also appears here. But what - or WHO - is it? You'll just have to wait and see.

Anyway, three playable races - Baseline Human, Tiberium Mutant, and Drowolath. And holy fuck, this was a long post.
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Fri Oct 30, 2015 8:18 pm

l'haress of the Nal'sarkoth clan - the first of only a few clans to establish diplomatic ties with GDI, albeit after years of negotiations, during which, the Nal'sarkoth were forced to free their slaves, if they wanted to gain access to GDI's tech and resources. However, as this was a very small price to pay for the massive advantages such an alliance would have, Rel'lumia agreed to it. And not too soon, either, as Tiberium had begun to encroach upon Chelian lands.


Are you saying this not going to be a first contact try of RP?
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Fri Oct 30, 2015 9:27 pm

No. First Contact occurred nearly 30 years before the events of the RP. The Drow have been on Earth for a while now. The Drow first appeared on Earth in 2030, just a few months before the Second Tiberium War (the events of "Command & Conquer: Tiberian Sun"). The year the RP takes place in is 2058 - nine years after the end of the Third Tiberium War (the events of Command & Conquer 3: Tiberium Wars").

As for when each of the Tiberium Wars took place:

First Tiberium War: 1998 - 2000

Second Tiberium War: 2030

Third Tiberium War: 2047 - 2049

The Third Tiberium War was the bloodiest of the three, exceeding even World War II in terms of bloodshed. Partly due to the Scrin Invasion in the latter part of that war, but also due to Kane's Liquid Tiberium Bomb. Which did this, when Kane tricked GDI into firing an Ion Cannon at it:
https://www.youtube.com/watch?v=F9u-MaNNDnU
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Mon Nov 02, 2015 5:28 pm

How to make this little back story about how Tiberium was affecting draft society before contact with the humans.

The drow were mining Tiberium the humans did and know a lot about its benefits and dangers. They use this material to make more powerful complex and spells, somewhat like Foci. They actually call Timberium "Natural Foci" due to the fact that embedded into the earth.


It can be also used to lore in demons. It doesn't trap them like the sealer stones. Instead the Drow uses the Tiberium to lure them away from a populated areas. The demons are tricked into thinking that the powerful substance is manna mana and will try to consume it without success.

The draft found out quickly that the Timberium is highly toxic and they found ways to protect themselves while handling the material. Most minors use mania shielding to the particles from attaching to the body. Some clans (like the Balvhakara) developed respirators and even full protective suits. They cover Timberium with shock resistant ceramic to prevent contamination. These ceramic pieces can be installed on almost all forms of equipment and weapons.

Individuals that do get exposed are treated with spell songs, blood sorcery, and other forms mana arts to break down the volatile substance in the body. Due to these techniques and spells the death rate is minimal.

There are only a few written cases of Timberium mutations in the underworld. Most drow that do get mutated only can live for about a month. ironically in the middle too advance stages of Timberium sickness, the volatile substance drains the mana. In almost all the victims that die do so from from mana depletion before any organ failure or blood loss.

Even though this weird green element had made leaps and bounds in the development of the drow society, the Timberium trade has been monopolized by clans such as the Balvhakara, Illhar’dro, and some small companies that are secretly owned by the Nidraa'chal. The Nal'sarkoth were more or less out of the loop from the trade, till they made contact with the overworld during the beginning of 2nd Timberium war.



So what do you think?
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Mon Nov 02, 2015 6:38 pm

It's like you read my mind about some of those things. Yes, Tiberium was going to be used for mana stones, and possibly even sealing stones.

I like your idea about Tiberium killing Drow by triggering mana depletion. I honestly hadn't thought of THAT, but it's a good way to show that Tiberium is lethal to Terrans and Drow alike - just in different ways. Well, unless you're a human who has the genes necessary to become a stable mutant, rather than just succumbing to Tib-poisoning.

And GDI and Nod already have their own methods for treating Tiberium infections, so this is just a different version of it.

Tiberium could also focus mana into tighter, more powerful beams. Maybe allow Balvhakhara crab golems to go toe-to-toe with the tanks of the main factions (GDI Predators, Nod Scorpions, and Scrin Devourers).

As for how the Drow should harvest Tiberium, well, golem harvesting vehicles would be the way to do that - since everyone else uses Harvesters to gather the stuff.


Now, speaking of Mutants, there are several "classes" of Tiberium Mutant, many with unique powers. Note: Many of these powers were from Westwood's notes, but some were from the actual games. Like Tratos having Kyorl-esque visions in "Tiberian Sun". Westwood's original plans for the mutants was to make them "X-Men Lite".

"Normal" Mutants - as close to Baseline humans as you can get. Mutants who've managed to survive Tiberium exposure, and now have it in their bodies, but aside from the increased strength that comes with being a mutant, have no powers. The most common type of mutated human.

Seers - Sometimes Tiberium can affect the brain as well. The mutants who experience this have been known to develop some seemingly psychic powers, allowing them to see far-off places with their minds. The mutant Tratos, former leader of the Forgotten, was known for this ability, and had such a vision during the Second Tiberium War, which gave him the knowledge of Kane's World-Altering Missile, which he passed to GDI, allowing them to win the war.

Hulks - While Tiberium mutants are, on average, stronger than either Drow or Baseline Humans, Hulks are extreme cases. Their muscle mass has been increased to almost ridiculous levels. Even weaker Hulks have strength that rivals Andre the Giant (just used him as an example). Thankfully, their brain functions have not deteriorated, leaving them just as intelligent as anyone else. Dumb muscle, they are not.

Beastmasters & Tib-Druids - Some mutants share a telepathic connection with Tiberian plants or wildlife (usually Tiberian Fiends), and can control any Tiberian life-form in the vicinity. While for Tib-Druids, this power is similar to Wood Sorcery, only Tiberian plants actually fall under their control.

Electromancers - Some mutants are given electrokinetic powers by the Tiberium in their bodies, and it isn't hard to see how. Tiberium has long been known to ionize the air around it, generating the hurricane-strength thunderstorms known as ion storms. And given that the nervous system runs on electrical impulses, the implications of such a combination should be obvious. In short, some mutants can control lightning, Emperor Palpatine-style. For all intents and purposes, this is the "Lightning Sorcery" of this universe, even if it technically doesn't fall under the definition of sorcery.
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Mon Nov 02, 2015 7:47 pm

I forgot to mention that the Drow were mining Tiberium eons before any human found any..

..Save for Kane, of corse.

Edit should you put more information about the drow?
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Mon Nov 02, 2015 8:46 pm

Well, here's the thing about Tiberium. It only arrived on Earth in 1995, in C&C canon. The Drow had no experience with it until 2030, when they arrived on Earth.

Kane might have had knowledge of it, though. In Command & Conquer 3, the Scrin mention that they have records of Kane, but at the same time, his genetic code matches nothing in their database. In-universe, Kane was the one who inspired the myth of the Biblical Cain (as in, Cain and Abel), sorta like how in Stargate SG-1, the Goa'uld, Asgard, and other alien races inspired the myths of various cultures. And in "Renegade", you find Abel's tomb - which is also the site of the original Nod temple. Whatever Kane is, human isn't it. He's been on Earth for millennia, manipulating events from the shadows the whole time.

Also, the Scrin don't seed a planet with Tiberium until it's reached a certain technology level. Given when they seeded Earth with it, we can assume that that level is what Earth was at in the 1990's. The Drow would have been wiped out by it long ago, lacking the technology to somewhat safely handle it.
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Tue Nov 03, 2015 3:10 pm

I think you should mention more about drow in this universe.
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Tue Nov 03, 2015 4:27 pm

Alright, how the Drow have adapted to the Tiberium Earth, and their relations with GDI, Nod, and the Forgotten. As well as what CABAL and the Scrin think of them.

The Drow first appeared in July, 2030 AD, about two months before the Second Tiberium War. When they first appeared, GDI and Nod dismissed them mostly as rumors, until a GDI fighter squadron caught a glimpse of an Illhar'dro trade caravan. It wasn't long until GDI made official first contact. Afterwards, Nod encountered the Drow as well. Under General Hassan, the Brotherhood made no real action against the Drow, even though two other prominent generals - Caesar Vega and Anton Slavik - occasionally launched strikes against them - mostly against the Black Suns, but occasionally against the Gimirri as well. Their attacks leave few survivors. Most of those who do survive are captured, and taken to Tiberium Experimentation Compounds. This practice continues even after Kane's resurfacing, though the source of the captives is different now, as they appear to be Chelian slaves. Some wonder if Nod was secretly working with the Nidraa'chal, although any such alliance would have long been broken off by now.

Drow who are born or grow up on Earth tend to be shorter than those who weren't. For two reasons. The first, is Earth's stronger gravitational field. The reasons for this should be obvious. The second, is Tiberium. Tiberium has chemically altered the mists, which lead to an alteration of the Drow genome - while the mists originally only affected somatic (body) cells, in their new form, they affect gametes (reproductive cells) as well. In short, Drow who give birth on the surface - even in Blue Zones free of Tiberium - give birth to Drow.

Next, are Drow-Terran Relations. For the most part, they can be summed up in one word. Bad. However, there ARE some exceptions. The Nal'sarkoth and Tei'kaliath,for example, are on good terms with GDI. And the Gimirri have formed a kinship of sorts with the Forgotten. As for the Sarghress and Illhar'dro, well, that's mixed. On the one hand, both GDI and Nod agree with the Sarghress base ideology. On the other hand, they have no love for Quain'tana, or for that matter, most of the higher-ups. As for the Illhar'dro, GDI likes Nega'fanae, but think that the clan-members on average, have their heads shoved up their own asses.

More later...
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Tue Nov 03, 2015 10:12 pm

Thats a little bet confusing.
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Wed Nov 04, 2015 1:05 am

Sorry, I had to cut it short due to having to go to work.

Anyway, continuing with how the Drow are handling Earth in the Tiberium Age. First stop, how the Drow use Tiberium.

Well, Gunbird's idea about how the Drow would use Tiberium are more or less correct. Tiberium holds mana incredibly well. A little TOO well for some people's tastes. A Tiberium mana core or foci will rapidly drain mana from the area until it reaches its saturation point. While this DOES make for easily re-chargeable cores, it also makes Tiberium poisoning a major concern for Drow, as most Drow who come into direct contact with Tiberium and remain untreated succumb to mana deprivation as well as organ failure. Still, Tiberium cores allow for tighter, and therefore, more powerful, mana beams. Large war golems, like those used by the Illhar'dro and Balvhakhara, when equipped with Tiberium cores can go toe-to-toe with the main tanks of the other factions (GDI Predators and Shatterers, Nod Scorpions and Flame Tanks, and Scrin Gun Walkers and Devourers), but only the most powerful war golems can even hope to compete with the high-end vehicles, like Mammoth Tanks, Avatars, or Annihilator Tripods.

As for how the Drow harvest Tiberium, they use large mining golems, similar to, but less advanced than the Harvesters used by GDI, Nod, and the Scrin. At first, they used slave labor to harvest it, but once it became clear just how toxic Tiberium was to the Drow, and that the losses in slaves weren't enough to make up for the profits gained by Tiberium, they studied how the Terrans mined the green crystal, and began constructing golems for the same purpose as GDI and Nod's Harvesters.

Once the Tiberium is harvested, metal foci extract valuable ores from the Tiberium, and when that's done, pressure foci that produce sound waves at Tiberium's specific frequency shatter the crystal into harmless state, much like GDI's sonic emitters. Ironically, the only substance that can provide enough power for these foci is Tiberium.

As for which clans control the Tiberium market, the Nuqhrahn clans - specifically the Illhar'dro and Balvhakhara have a near-monopoly on Tiberium trade and industry in the Underworld. This has made Nuqrah'shareh the single wealthiest city in the Underworld, where Tiberium-based light and wood foci allow for the growing of crops beyond what would normally be possible. A few companies, however also have significant control of what Tiberium isn't under Nuqrahn control in the underworld. Some suspect, however, that these companies are all really branches of the same one.

However, Tiberium is, as always, a double-edged sword. Much like on the surface, Tiberium is spreading throughout the Underworld at an alarming rate, and many Drow towns have been abandoned due to the alien substance's spread. Not to mention that Drow methods of containing Tiberium aren't as effective as Terran ones. Some cities, including Chel itself, are beginning to notice Tiberium crystals popping up near their outskirts as well...

Now, this is just green Tiberium. Blue Tiberium, which is much more volatile even in its base state, becomes highly explosive when infused with mana, often spontaneously detonating without warning. Thus, it is only infused with it as a last resort.

Now, Tiberium's mana-bearing properties have left some scientists - Terran and Drow alike - wondering if this is just a coincidence, or if the Scrin have some knowledge of mana...
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Thu Nov 05, 2015 12:25 am

So what's the actual RP setting? What are the rules?
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Thu Nov 05, 2015 1:47 am

RP Setting: Earth, 2058 AD (1110 MA). Near what used to be the Tiber River in Italy (at least, this is where the RP begins. Tiberium is actually named after the Tiber River where it first appeared on Earth in 1995, and thus, this is Ground Zero for the Tiberium outbreak, and the location of the sole remaining Scrin portal tower). Specifically, one of GDI's Red Zone Bases. Or rather, the RP begins on a transport en route to said Red Zone Base. The players are a team of GDI Commandos, each equipped with a GD-10 Rifle and Integrated Combat Suit.

Playable Races:

Baseline Human

Tiberium Mutant (Please Specify which "Class" of Mutant you are)

Drowolath (Nal'sarkoth or Tei'kaliath only)

As for the characters' ranks, well, since they're all Commandos, that means they'll fall between O-1 and O-6 (Second Lieutenant through Colonel).

Rules:

- No dice-rolling necessary. Since it's not based off of any existing system, I don't really see any need to roll.

- NO God-Moding. Shouldn't even need to explain THIS one.

- I will control all plot-critical NPCs, although smaller ones can be controlled by players in posts.

- Your characters won't die, unless you want to leave the RP, and decide to pull a "Heroic Sacrifice" - but this should only be a LAST resort. NPCs may die, especially in combat, and ESPECIALLY once the Scrin show up.

- If you're having trouble keeping track of the Command & Conquer background, just refer back to this thread.
Last edited by Obsidian Agent on Fri Nov 06, 2015 4:31 pm, edited 1 time in total.
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