Zones

Silica Flats

the Windmill farm near wagstaff

No landscape has changed so little over the last 300 years as that of Silica Flats. The arid desert contains enough oasis' to supply Union with clean drinking water.  Protected by the mountains to the North, canyon to the East and water surrounding the rest of the land, it serves as a perfect location for Union's main base.

Riddled with small military installations throughout the wastelands, Union has been using it to both train their troops and store supplies.

Prime, after having heard about Union's shuttle site construction, have also setup bases within the Flats. Some of the heaviest fighting that this war has yet seen has been in within the confines of the desert.

Along with this, multiple Nuker villages and mutated wildlife make this an incredibly difficult place to survive in without a gun.

Gava Terra

Hidden behind a maze of knolls and rolling grassland lies Prime III. The expedition ship returned from Huhsis that until recently, served as the base station for Prime command.

Gava Terra used to house some cutting edge Laboratories and Research Facilities. It now contains nothing more than farmland, war camps, and a few shells of laboratories no longer in service. Remnants of what was.

One of the largest points of contention is the Biometal field. This precious material is sought after by both factions and as of late, has been a scene of heavy fighting. Much to the chagrin of the alien help that work to develop and train the Biometal.

The range is populated by Nukers hamlets and other mutated wildlife. It isn't unheard of for a person to fall victim to one of the enormous Venus Dog Trap plants.

Fen Delta

The northern half of Fen Delta is covered by dead woodlands. What used to be dense thickets is now littered with atrophied trees, not fully recovered from the radiation released centuries ago.

Recent Nuker activity in the area's quarry has forced involvement from both members of Union and Prime.

If it didn't have only northern access point to Peaktown, the southern half of the Fen would be best left unexplored. A marshy swampland serves the natives well, creating many hiding spots used to launch surprise attacks on an unsuspecting victim.

Myriad's Channels

Etched by jagged hills and deep valleys, Myriad's Channels is said to be the birthplace of the Nuker Revolution.

Nukers, until recently, had been thought of as mindless brutes. It now appears that they're preparing for a large political movement from within Nuker Valley to the East. On top of fighting against one another, Union and Prime have to manage this threat.

An unknown number of mech and native wildlife line the less civilized areas and are constantly being battled against by the corporations of Peaktown in an effort to establish clear trading paths.

Peaktown

Peaktown's site rests at the top of an inactive volcano in between Myriad's Channels and Fen Delta.

Corporations run Peaktown. A neutral place for commerce where combat of any kind is strictly forbidden. A dog eat dog environment where both black markets and legitimate business reign supreme.

Union and Prime use this area as both a safe haven and a place to conduct peaceful meetings between the factions. A place where cash is King and anything can be purchased...For a price.

Mepha Therma

Only half rebuilt before the war broke out between Union and Prime, Mepha Therma stands as a bastion of what was, what is, and what could have been.

The history of the world has been written by the decisions made within this city. Eledopamine, along with so many other technological advances were made here. Under the city, the masses huddled during the plague, and the “Cure.” The first sections of the topside to be retaken by Union from the Nukers were in this city.

Mepha Therma is the staging point for a civilization, the shield that protects that civilization, and the stone that said civilization will ultimately smash itself against.

Tychorea

No landscape looks so different from its origin as the scorched, bleeding Earth of Tychorea. Sprawled between the merchant city of Peaktown and the gleaming necropolis of Mepha Therma, the former flatland is full of remnants of the past.

Smoke stacks, which once radiated the “Cure,” litter the landscape. Alongside, mechanical farms, recycled labs, and former suburban towns paint the rest of the feeling.

The Nukers alone ensure that this will not be a place for those without strong survival skills to visit.

Gravid Run

The lowlands of Gravid Run are a deadly place for the unweary. Home to multiple tribes of Nukers that long ago gave up hope on civilization. Roving bands of mech are often sent from Mepha Therma to explore, never to return.

Some day, the need for resources will force mankind into the Run. Until then, this area must be avoided at all costs.

Monster Island

Not much is known about this island other than it was hit hard by the “Cure” introduced into the environment so long ago. That and the fact, that people have been complaining of horrific sounds emitting from it during the night.

Because of this, it's been dubbed Monster Island. It has not been visited in the last 250 years, but there is word of a possible future venture to the island in search of resources.

Huhsis

Home to the expedition team, multiple alien races, and now, Union and Prime army bases. The mobile community Prime I, stranded on this sulfuric planet, have colonized and thrived in the cramped underground.

Breach points give way to sprawling vertical cities protected from the atmosphere by vast domes. Rudimentary tunnel systems and lakes under the ground path between points of interest.

Huhsis can be a dangerous place, not all of the alien races are friendly and there are many more nefarious forces at work who have inhabited the planet longer, and may not necessarily agree with human colonization.

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