Liptic

Known as the Independent Isles to the rest of the Empire, Liptic is a truly insane area, situated to the southeast of Dalmeran. 
== History ==
Main Article: History of Liptic
Liptic is a large island where the Dalmer have tried to settle an Elected Kingdom but so far have been plagued by catastrophe and misfortune.
== Geography ==
While most of Liptic is an undiscovered mystery, the dalmer have managed to settle the region of Adalhaid, and the islands of Dellus and Bessos. the other races are also present on Liptic, and have their own settlements. 
=== Locations ===
Liptic is rich in geographically interesting features. There are points of interest in Liptic that are not claimed by anyone. They often hold scavenge and treasures, or have strategic value for the Dalmer and the other races alike. 
The Molten Roads: Lava Pipes to the Orphic Isles and other dalmer settlements
Dredge Camp: these camps serve as veritable filters for the heavily polluted rivers of Liptic, workers there take and sort whatever they can sift from the murky waters, such as metals, wood, or the occasional river monster.
Some Dredge camps work in deserts, where the population modifies the current of a transiting liquid (water, oil, quicksand etc) to retrieve whatever they can from it.
Stingray Factories: High altitude reconnaissance aircraft used in liptic due to the constant disruption of any satellites placed in orbit. Stingray crafting is something of a hobby in Liptic, with some of the wealthier families building them for entertainment. Building stingrays independently does not dispense them from being requisitioned by regional and local governments however. At the height of their popularity, a Scribe was found to emit electromagnetic pulses, essentially turning any nearby Stingrays into falling coffins. This prompted for the creation of the transport system known as the dead planes, which was immune to the effects of the Scribe.
Personal Preservation Shelter: Individual stasis cells in case of atomic fracture detonation, protects from explosions and radiation, has air filtering systems, plumbing and water recuperators. These are mostly used during raids on settlements by civilians, some settlements elect to place valuable targets inside as a priority over citizens who are expected to defend the stronghold. Amusingly, these shelters are less effective that Dalmer refrigerators.
Deadplanes: revolutionary aerial transport, an air team where planes are held aloft by electromagnetic fields, when catastrophe struck, they kept flying with their passengers aboard, courtesy of the Dalmers programming, and these planes never landed. Some fall out of the sky, and are looted mercilessly, some become temples, some are kept as testaments to the horrors the passengers felt, slowly dying of dehydration and starvation. Jumppacker gangs often raid these forever flying tubes of death as challenges. These planes can be repaired by suborbital repair stations, these detect the planes from the ground, launch using rockets, navigate their way to the plane, latch on until repairs and refueling is finished, then they return to their secret launch pads.
The dead planes were mostly used to transport freight, dropping and receiving cargo via rocket launch. 
Deadplanes use solar panels to operate autonomously.
Security zeppelins follow preprogrammed routes, making them ideal floating fortresses when used by other races.
Transfer Camps: Camps made to hold onto products when night comes, as the dark is incredibly dangerous in Liptic due to looters and dangerous creatures lurking around.
Power Station Edifice: Edifice buildings are often the source of radiation in Liptic, as they sometimes meltdown due to lack of maintenance. This causes nuclear meltdowns and radiation storms.
Solar power plants are plentiful in Liptic, given the year round sunny weather. Some power plants even launch satellites weaponized with solar weapons powered by these plants. Satellite operator array pistols (Soap’s) are a highly sought commodity because of this.
Free ways: In the blasted remains of Liptic  lies hidden underneath the sand the elaborate desert transport tunnels of Liptic zigzagged by ancient freeways. These buried freeways return to the surface every once in awhile to transport Grauts. But under the ground uncovered by the risen roads, pocket areas exist where treasure still abounds and explorers often make dig sited hoping to excavate it up from beneath, to pilfer or colonize the pocket. Recently a project to rebuild and de sand the freeway system has gone under way.
Barrens: Barrens are the buried remains of a prefabricated Dalmer city settlement. Evidence of these settlements come from telltale signs such as a dockside, industrial zones, and urban architecture, as well as parts of freeways and lost suburbs. All of this was buried under sand and debris during the years after the storms. The Barren is close to Perfume and as such lives under the yoke of the war parties, scavenger hunts, and mining camps. The Barrens are also home to Garage Keeps and Silo Forts.
Tunnels Bastion: Tunnel Bastions are often ambush sites for raiders and scavengers looking to capture caravans and convoys. Exploring these tunnels can lead to dalmer hab cities.
Scarecrow Lighthouses: Lighthouses from when the sea still existed, these lighthouses now serve as beacons for trade convoys and war parties seeking to resupply. Scarecrow towers (sniper roosts) and war camps dot the area around the lighthouse to discourage raiders. These veritable armored towns serve as forts where civilians can seek refuge. They are equipped with water storage tanks, cannibal Galthis farms, powder rooms, armories, oil depots, and countless supply stores in case of sieges.
The Lighthouses also employ Scrap, Survey and Cleanup crews from the local population for recycling scouting and maintenance purposes. They use dogs when on patrol.
Buried airports: Once, these Edifices were meant to become bustling hubs, ferrying in planeloads of visitors to the thriving region each day. Now, they are disused wrecks, buried in sand and debris. Their vast tunnel networks and hidden vaults are the perfect playground for the other races. 
Like any airport, lots of valuable freight can be found, much of it inaccessible. That is why so many fortune seekers come hoping to strike it rich.
Rust birds: Crashed Dead planes that serve as outposts and merchant camps to the other races. When the Dalmer come across these, they kill the occupants to salvage the dead plane.
Reflux station:s Liptic is very oil rich, sometimes too much and oil overflows and kills all life around it, poisoning crops and precious water supplies. Reflux stations are relays to power companies to pump excess hydrocarbons when the amount of oil output exceeds the company's capacity to contain it. The excess oil then becomes property of the sovereign however, leading to some companies hiding their overspills.
Pithicus: a gigantic forested area in Liptic.
Evacuated ocean: Used to be a vast ocean. The Dalmer withdrew the water from the land hoping to create farmland, this wouldn’t come to pass. The water withdrew from the land, and now it now lies barren. The evacuated ocean is now a desert of salt, sand and rock. 
On the brighter side, the area uncovered treasure troves of plunder and materials useful for the eternal scavengers of Liptic. Refuse litters the vast lands, barrels of toxic waste, the hulls of ships, the remains of its cargo, all matter of refuse and detritus of once great, now rusted machines.
Those who find themselves in the Evacuated Ocean are either pioneers hoping to find rich seams of waste to mine, or just passing through.
Dead reef: a chalk-white and salt-rich desert of hallowed and strange canyons, the area is of religious importance to some of the other races who draw elaborate fresques on the chalk walls of the canyon.
Chalk Stalk Reef stands alongside deep canyons where the remains of many propeller-like wind turbines stand, like tombstones to the Dalmers last failed experiments to stop their own destruction.
Lifetanker: Ruined ships that dot the wastes, have water collecting capacities, attract edible insects and plant life. These ships are lifesavers but make poor permanent settlements save for single individuals.
Dump Dunes: a pile of discarded scrap metal, trash, rotting remains, oil sludge, found in the wastes, originally supply drops from the Empire. 
This is the treasure of the sand sea, but everything here lies buried under dunes and tons of sand, sometimes several hundreds of meters deep. Much is hidden here; extreme wealth, vaults and shelters undisturbed and still undiscovered since the days before the arrival of the last wave of explorers, but where treasure abounds, so does danger.
Yellow Storm: The area of Yellow storm stinks of sulfur and natural gas, resembling a moon landscape in hell. The entire area is a vast expanse of flaming craters and natural gas geysers just waiting for those brave enough to come and harvest the yellow treasure.
Fuel Veins: a location where many Floating Rigs take place, but usually tip over and crumble due to the unstable nature of the area. The arrival of barreling rigs is sure to attract experienced scavengers, who will loot the rig for supplies and possibly claim the few barrels filled by the rig automatically before it inevitably falls over.
Blackpipe is a prime example of a Fuel Vein that consistently crashes the rigs sent to it. The plain was once rich with oil, but the liquid was too close to the surface, as such the first rig sent to it sunk into the ground, and the others after it followed suit. The area is now a hulking amalgam of metal structures piled on top of one another creating an intricate maze of rigs crashed into each other. Explorers who wish to loot the freshest pickings must climb to the top of the heap, or explore the newest rig crashed at the bottom of the heap before it inevitably sinks to the bottom of the seemingly bottomless Blackpipe pits.
Mass activity volcano: found in the middle of the Great Rise, a large plateau once believed to be an active volcano, but the reason for its odd glow is from a completely unrelated reason, but its inhabitants keep the myth alive to ensure no one comes snooping around their turf.
Disruptor: Massive sandstorms that shield the island from the DCDEA and the Aether Web.
The Wave: REDRAM, or Resource Detection and Rig Allocation Magnetic Shockwave is a scan made by the satellites found over Liptic (and stuck there for some reason), which detects resources and potential habitation sites. This wave makes Dalmer industries manufacture Floating Rigs and City Blimps destined to pave the area for explorers and pioneers automatically.
== Dalmer settlements ==
The settlement of Liptic was made using city blimps and hab cities for habitation, and its ressources gathered using floating rigs. Several companies were funded by the government to supply the future state of Liptic built City Blimps and Floating Rigs to be sent to Liptic to accelerate its colonization.
=== City blimps ===
Main Article: City Blimp
A giant blimp used to settle entire cities at once. The blimp deploys standardized edifices to create habitable settlements rapidly.
=== Hab Cities ===
Main Article: Hab City
Designed for colonization, hab cities are made for the sole purpose of sheltering up to one thousand Dalmer colonists and pioneers in Edifices while they flew to new lands to colonize.
=== Floating Rigs ===
Main Article: Floating Rig
Floating rigs were commonly used to colonize Liptic. Today these rigs can be found across Liptic as rusted out Edifices of what were supposed to be extraction platforms but were destroyed due to lack of maintenance and personnel when they landed. These massive buildings placed themselves on the richest fields they could find and waited, Now they lie empty and rusted out, scavenged for scrap and deteriorating, like great monuments hiding priceless treasures inside their long pipes. Some Rigs are still floating, searching for the fabled “fuel veins” and to see one is sure to bring many to flock to it, hoping to claim the riches inside and the ones it will extract from the soil. 
=== Adalhaid ===
The Adalhaid region of Liptic.
==== Aladon (Adalhaid) ====
Originally named Aladan, Aladon is the most populous city in Adalhaid, its name comes from the City blimp coming from the Caladan Kingdom.
Aladon is a city where money spending is a hobby, sporting casinos (The Luck Pail, the Nook, Rainbows), game corners (Old Aladan, Aladon Game Corner, Izzards), arenas (Aladon Shakeball arena, the Viceroy), betting pools (Penguin suites, Fold’em), and many other gambling establishments. 
The town also sports large department stores (Condes, AC’s), gyms, hotels and a booming business center.
Aladon hosts a grand prix tournament every year in the City Hall, and has a university.
Aladon is infamous for fake potion sellers, its picnic areas, and vending machines
The southern part of the city caters to travelers and tourists. Featuring the hotels and restaurants of the city. 
==== Cohlesburg (Adalhaid) ====
Main Article: Cohlesburg
Cohlesburg is a huge, sprawling metropolis, sporting many towering skyscrapers and other tall buildings. It is the heart of business and economy of the Adalhaid region, as opposed to its sister city, Aladon City, which is the heart of leisure and entertainment. The city is located on the bottom of Adalhaid’s central plain, south of the desert and north of the sea, making for a perfect harbor city.
The city has only two entrances, from a harsh desert in the north, and from the Skyarrow Bridge, a large suspension bridge that connects the southern part of the eastern peninsula to the central peninsula and provides a scenic view of Cohlesburg's vast skyline, which spans off in the east. The main way to enter the city is by boat. Tourists and businessmen travel to Cohlesburg City from other regions by boat and stop at Cohlesburg's harbor side.
Cohlesburg City is geographically the largest city in the Adalhaid region and contains many structural elements that have not been seen in cities in other regions. The city's core is a central business district, with huge skyscrapers and other commercial buildings; a series of alleyways lead into this core, where smaller shops are set up among city traffic. The city's outskirts are bounded on all sides by harbor, where ships provide traffic to other regions in the Liptic.
The wharf is shaped so it extends all the way around the southern half of the city. The wharf is considered the outer layer of the giant city, where many tall skyscrapers and important buildings stand. The Cohlesburg General Hospital and FroCone Center can be found along the eastern side of the wharf, as well as several other company buildings, for example, the Battle Technologies LTD, and PHQ Analytics (weapons manufacturers). The city center is where Arena Park, Oceanfront University, and high end shops are situated in a ring around the park.
This city is famous for its Frocones and infamous for its insect swarms at the end of summer (ended when the piper passed), and the constant regional army skirmishes.
The city is host to innumerous cultural contests including architecture, painting, sculpting and music.
Great Rise: This territory of elevated flatlands and steep mesas was the perfect choice for an automotive garage keep when the Dalmer settled down with a tribe of mechanics. The fortified silo in the middle provided ample protection, and the elevation and flatness of the area was perfect for surveillance. Here, they could easily create their mechanical wonders in peace.
FireFarm: a weapons factory edifice, thankfully these are heavily armored and are DNA locked to Dalmer biology. These outdoor manufactures are used to manufacture small arms, gunpowder, and ammunition.
==== Cyrvin (Adalhaid) ====
Main Article: Cyrvin
Cyrvin is an Imperial district with a power plant and a bionics facility. Cyrvin is where the main Sky pillar is located.
====Sky pillar====
An atmospheric launch station disguised as a really tall building. It was later converted to monitoring geological phenomena related to Dalmer activity and Mechanimals. Mechanimals are attracted to these structures, and more sky pillars were spread out all around Liptic to limit their spread. 
==== Egide (Adalhaid) ====
Main Article: Egide
Egide is a city located in the eastern part of the Adalhaid region. Egide is exclusive in design as it is the only city in Adalhaid where the original city blimp that carried it remained, and also features monuments and architecture that do not appear or occur in other hab cities.
The appearance of Egide alters with time. When the sun’s light enters the city for the very first time of the morning, Mechanical crows will sing, and the city blimp will slowly rise, revealing the city to the world. As the day goes on, the city will sink back underground.
Egide is a sprawling metropolis with many large buildings and skyscrapers. 
The Scribe Center of radiobiology is in the city center.
The Egide market is only present when the city blimp has lifted. Items sold here vary according to the current residents of Egide. Bargain Passes are frequently swapped amongst shoppers looking for à good deal. Public powers will not affect the prices of items sold here however.
==== Farport Harbor (Adalhaid) ====
Main Article: Farport Harbor
Farport Harbor is located on what used to be the Island of the Giant Scribe. It contains two areas, Citreon and HighPort.
Citreon town area features beaches, sunny skies and a huge ocean. It is a very popular tourist destination.There are two famous restaurants in Acapulco, the Docks and Brute Steaks, the latter being destroyed by a submarine launched missile.
Citreon also holds a beauty contests.
Highport Port is the town featured in Tentacool & Tentacruel.
Here, just out in the bay a hotel rests in the middle of the ocean. However, the Scribes that lived there were being disturbed by it. The Dalmer tried to get rid of them, but all they ended up doing was forcing one of the several hundred feet tall Dalmer to emerge and destroy the hotel. After that all construction would cease on the Highport Bay.
The Citreon Resort is a peaceful resort located in southeast Citreon, and is the third most popular water resort in Liptic. The Resort can only be accessed by flying, as it never landed, and floats constantly above Liptic.
=== Bessos Island ===
Main Article: Bessos Island
Bessos is an isolated island south of the Liptican mainland. It is accessible via ferries near the ruins of Farport harbor. It is a city of canals; a major mode of transport is by gondola.
The city is guarded by the infamous mechanical Scribes. Many strange species of Scribes can be found in Bessos, including some resembling birds, rays, dragonflies, frogs, angler fish.
The Tour de Bessos, a water chariot race, is held annually. Trainers race on floating platforms pulled by their Scribes. 
It is also the site of Bessos Museum, where it exhibits the Defense Mechanism of Bessos (DMB). The fossils of failed Scribes, can also be seen in the museum's floor. 
The Secret Garden is found near the museum. 
Located in a small pond is the Soul Dew. If removed, it can be used to control the DMB, but this will cause all the water to drain from the city. Therefore, it is the responsibility of the two Eon Scribe to protect the Soul Dew.
The city has large numbers of Bird Scribes found in Bessos.
=== Cities of Dellus Island ===
Main Article: Dellus Island
The island of Dellus consists of dried lava and a volcano. First visits of the island found that the native Scribes had all disappeared. The explorers found all the Scribes in Volcano Cave in order to rescue them from a regional army, who had hypnotized the Scribes and moved them by using prototype Taming Chips to secret storage units found on the island. 
Taming chips are small, compact devices employed by the army occupying Dellus Island to control Scribes. They are a more modern version of the heavy and unwieldy S2CO (Scribe Control) units. They resemble small laptop computers.
The Taming chip was invented in a short span of time, unlike the original S2CO, which was constructed by a consortium of the Dalmers most intelligent scientists after years of research at the time. The Taming chip controller looks like a laptop, is as heavy as one and has over 100 commands.
Blake Hall Industries terminated the production of both S2CO and Taming chips in preparation for the launch of the Taming Tower, which is a S2CO built in the form of a gigantic tower.
If a Scribe being controlled by a Taming chip, is in range of the Taming tower, the Taming chip explodes and the Scribe goes into a permanent tame state.
The Taming chips at the Dellus Oil Field could not be reached by the nullifying field from the now active tower, and so those few Taming chips were still usable, until the rangers caused them to explode using a portable version of the beams nullifying beam while on special missions.
Dimstone is a large village in Dellus set on a landmass that used to be separate from the island, but a recent earthquake connected the port city to the island by land.
== Other race settlements ==
=== Meteor Falls (First Other Race Castle Ruins) (Sin Region) ===
=== Magical Ultimate Weapon Site (Sin Region) ===
=== Tree city ===
Tree City is a location in the Sin region. Tree City is a small treetop village located in a forest. Tree City is located just south of Village Bridge. 
All of Tree City's houses are built in trees.
The residents of Tree City City live in treehouses and get around by a system of rope bridges that hang in the treetops. Due to the physical exertion needed for such a lifestyle, they are all healthy and fit. Wild Bug Scribes often fly in through the windows, and from time to time will block paths in the city. The heavy rainfall saturates the soil and lets the trees grow tall.
Desk and chair shop, there is a shop in the southeastern corner of Tree City City that sells a variety of decorations.
A local festival called the Feather Carnival, where people celebrate wild Flying Scribe. 
=== Perfume ===
a large city in the wastes, Perfume is situated on the site of a former oil drilling site and refinery, which makes gasoline a commodity in abundance here. Everything in Perfume is covered in the soot and smudge from the unclean burning and refining of the fossil sludge. The air is torture to breathe, saturated with chemicals and irritants. But Perfume has one thing going for it in spades: it has power. Perfume has diesel, petrol, and oil, and it has generators that generate electricity. Perfume has light, from the excess gas and oil being burnt. 
Perfume is built inside a moat of oil sludge and tar seeping up from the very ground with only one heavily guarded entrance into it. Perfume has been attacked many times and thwarted every aggressive attempt at invasion. 
The workers and slaves live in shanties and are fortunate when it comes to Wasteland standards; they have food, shelter, and water and risk minimal death if they just do their job and keep their heads down.
=== Pigton ===
a town founded using a literal ton of pigs, their methane emissions serving as the town's power source.
Situated in a rocky outcrop protruding out of the desert, and was the location of a mining operation at some point in time. 
The town is a jumble of huts and shanties, spilling down the roads and terraces of the old mine, circumscribing a central square. Everywhere great black pipes emerge from the earth, belching smoke, steam and flames. 
The town is powered by the methane gas extracted from pig feces in Underworld, the catacombs beneath the town. Underworld is maintained by a workforce. 
The underbelly also houses dark and dusty garages populated with mechanics and brutal leisure activities.
Pigtown borders a dried up lake, where prisoners are sent to the work camps inside, searching for waste mines.
The town offers a variety of activities as well as opportunities for trade and work. In the crowded square blacksmiths and wheelwrights hammer away at their trade, merchants tout their wares and people trade. There is a brothel, barber, doctor, dentist, butcher's, open auction market, repair shop, a bar, various trading stands and an Arena. 
=== Three Rock Cluster ===
Three rock towers that sit above an aquifer of relatively fresh water. By channeling the water through the rock, the people of the Cluster have been able to irrigate a small area of the Waste. Heavily armed men protect the water resources of the Cluster.
Inside the first tower there are hydroponic gardens (plants growing from dead bodies split open, acting as grow bags. Different types of plants grow there ranging from flowers to wheat growing from carcasses (Dead bodies recycled and used as fertilizer).
There are other rooms such as milking rooms, water dispersion control and a Bio-dome where the royal family resides. Arguably the most luxurious part of the complex with a direct tap into fresh water, fruit & vegetables, milk, and also remaining bits of knowledge stored in books inside the Bio-dome vault.
The second tower is inhabited by various people with valuable skills, including surgeons, medics, trade barons etc. Inside this tower is a blood bank where captives are kept as blood bags. 
The third tower is the storage silo and stripping site for whatever bounty is found in the wastes.
=== Other Race Factions ===
=== Raider Kingdom ===
Outposts intimidate and receive tribute in food and supplies from nearby vassal settlements. The intimidation is done via towers where the raiders spout propaganda all day.
=== Seafarer cult ===
Cultists who have their doomsday ships built out of the remains of old ships in the region. It has convinced its people that the waters will once more come back to the sands and that they then will sail out of this nightmare in their ship. The leadership of the cult has them working hard to get the ships back into condition. But as a safety measure, all of these efforts also serve to fortify the ship's hull against any attackers, should the deluge not come.
== Fauna Flora and Autonomous Entities of Liptic ==
Autonomous entities: robots whose programming went amok and go around the wastelands killing everything.
Brain Operated Weapon Mecha: BOW’s are robotic chassis in which living Dalmer brains are placed to create very competent soldiers. The BOW’s have no memories of their past lives as their brain serves as a CPU where memory is occupied by combat maneuvers and enemy recognition routines and programs. 
Multifruit plant: plantations managed by robots.
Contagion Vulnerability Robotic Engineer: a robot designed for epidemiological studies and vaccine science.
== Culture ==
In Liptic, owning real live animals or Scribes is a status symbol, because of the recent mass extinctions of Scribes and the cultural push for greater empathy. People use government sponsored "empathy boxes" to link users simultaneously to a collective virtual reality of communal suffering, in order to have better relations with each other. In reality the servers are full of bots that push for the users to leave Liptic as soon as possible for a better life. Another sponsored program is the use of mind-altering virtual drugs. The technology can induce any desired mood in the people nearby, such as optimism, solemness, existential despair or quietude.
Specialists: Since slavery is about nonexistent in the wastes, due to the fact that everyone will willingly work under slave-like circumstances voluntarily just to stay alive, slavers must specialize, and that’s exactly what the Specialists did.
What is scarce in the wastes is special skills or attributes, so Specialists take people who have training or exceptional beauty, bizarre mutations etc. Specialists outpost are not so much an abode as a place where Rustlers hide their slaves-in-waiting to sell them. They are heavily guarded whenever there are any slaves inside. Although a system of confusing tunnels, daylight will seep down from cracks in the ceiling.
= Notes =
* Why does technology fail? 
Sandstorms with electromagnetic sand cause the rigs to fail and crash, however, material warp technology has a near zero fail rate, explaining the ease of use of combat robots in Liptic.
* Why does the empire keep sending them?
They are facing internal strife (war?) And are kept busy. The treasury decided to take matters in its own hands, shutting down the rig production sites, and sending teams to Liptic to secure the more dangerous technologies there.
The Meltdown: created the following; (created by an orbital weapons discharge?)
* Nuclear cove
* The advanced civilization in the desert
Dalmeran and Kinland were chartered and settled before Liptic.
There once was an enormous fleet sent to colonize Kinland, but instead they were caught in the storm and crash landed all over Liptic, some survived and established an independent kingdom that eventually died out.
Settlers trying to reach Kinland tend to arrive in Liptic instead.
Most of the facilities, buildings, and even cities are from scrapped Edifices, Floating Rigs and City Blimps flown in from the Empire.
Settlers are given a choice upon arrival, mind wipe or community service
Island prison?
Fabricators don’t work here. Why though is a mystery, recyclers however work fine and are actively sought out by the survivors.
Liptic has a history of lost Dalmer explorers and colonists arriving, believing they have arrived in Kinland.
Liptic has a rocket delivery mail service.
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