Gibraltar Submarine Naval Yards
The Rock of Gibraltar, once a stalwart of British power, the gate to the Mediterranean, now is a fortress for the Eurasian Alliance. It's fair teeming with neo-Soviets and submarines.
While the Atlantic Federation was spending it's staggering budget to explore space travel, mecha, ever more powerful computers, and promoting it's own electronic culture of decadence, the Eurasian Alliance got on with what it was good at. Instead of mechs, it built tanks capable of fighting the giant stomping machines. It used what it had, and expanded on it. Rather than contending with the greater resources of the Atlantic Federation in space, the Alliance found their Achillies heel. Water.
The Atlantic Federation, composed of Eastern North America, Mexico, the Carribbean, Western Europe, and Equatorial Africa is completely accessable and vulnerable by water. And the past proved that the largest member state of the Eurasian Alliance, Russia, was very good at building submarines. The Alliance quickly filled the oceans with their own fleets of submarines. Magentic catepillar engines made them quiet, while Dimensional Fatigue engines made them tireless. The subs were able to reach new depths, and were only limited by the amount of food they could carry, and the endurace of the crews.
It was little surprise that the Alliance started investing in underwater arcologies. Dubbed Seacologies, these types of habitats were already popular in the ACPS, which struggled with it's huge population and limited technological resources. The new Alliance Seacologies quickly grew around the Mediterranean, the Baltic Sea, and the arctic. These settlements attracted many occupants, offering jobs, and security. The seacologies quickly proved their value through undersea mining, exporting food production, and creating a vital tourist industry in the more forgiving locales. But the main purpose of the undersea cities was the maintenance and resupply of the submarine fleet. By the time the Atlantic Federation realized the extent of the Alliance aquatic theatre they were more than a decade behind. The Alliance had 24 seacologies, all strategically placed and well defended, and a fleet of over 150 capitol subs. This wasn't counting the endless stream of commercial and privately owned submarines that the Alliance manufactured and sold around the world to other nations that operated seacologies.
Then Gibraltar fell. The Alliance Fleet occupied the island with marines and the garrison was taken without a single casualty. The flags were changed, and while ambassadors screamed and shouted at each other, the Alliance knew that the island was theirs, and with it, access to the Atlantic from the Mediterranean.
Gibraltar Seacology Complex
Owing to it's sunny climate, Gibraltar became very popular as a destination for Alliance vacationers. The surface of the island remained largely unchanged. Contrary to Federation fears, the Alliance didn't build a major airbase there, or a military installation for launching mecha based raids against Federation states in Europe. What the Alliance did do was to build a major seacology in the waters around Gibraltar. Soon, the population of the island, above and below water reached almost half a million from its Federation population of some 30,000. The base of the island saw major excavation and construction as the seacology was built to house and repair even the largest Alliance submarines.
Complex 1 is the core of the seacology. The primary power supply is generated here by means of a two stage cascade D-Engine. It is also the location of the primary computer core, the CIC for routing civilian surface and submarine craft around the western edge of the Mediterranean, and the primary communication hub for the underwater city. This complex has no residential areas and no residents.
Complex 2 is the deepest part of the seacology and is burrowed into the base of the island. It has facilities to house and drydock up to eight Alliance Naval Submarines at a time, and can do full engine and propulsion repairs, as well as computer diagnostics. Complex 2 has it's own seperate power supply, computer core, and communications system. The arsenal and magazines of missiles and torpedoes are locked up in Complex 2. It is highly restriced access, and most non-military residents believe that Complex 2 is the mechanical support system for the seacology.
These seven complexes compose the residential core of the seacology, and house just over 350,000 people in total. Most are involved with nothing more than the operation of a basic seacology, providing civilian services, running businesses, and enjoying living in the warm waters of the Mediterranean. The island has for it's industry aquaculture of shellfish, prawn, and kelp harvesting and aside from tourism, is its primary industry. Complex 9 is the most involved in tourism, and houses most of the civilian submarines, and surface sport fishing boats.
The actual mechanical section, all of the access points to Complex 10 have the number 2 written on them. This complex houses the water recycling facilities, waste management systems, and the medical waste disposal unit. The small detention center for Gibraltar is also located in 10.
The Atlantic Foyer, Red Alley, the Alliance Toilet. After losing Gibraltar the Mediterranean became a major liability to the Atlantic Federation. Prior to it's fall, the Rock was one of the choke points the Federation had to contain the Alliance. At the time the Federation didn't consider the Alliance to be a threat, and its attention was focused instead on the ACPS, which was routinely starting skirmishes with the Federation across Africa, and its escalating cyber warfare. Then the Alliance, armed with it's 200 meter long KB type Guided missile subs, put itself on the map. By the end of the year, cut off from Federation surface ships, several north African nations joined the Eurasian Alliance.
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? Responses (6)-6
A nice lay out of world politics and a useful island base Gm's can easily use as a psring board for adventures and home port for the player group.
It's has a slight Sea Quest 2032 feel to it that clicks nicely, and makes it easier to for players and GM's alike to readily capture the tone and theme of the setting.
A good setting for a quick one shot adventure to see how well a ocean based game will work ones player group.
I like it. It integrates well with the rest of the campaign setting, yet it also stands alone just by itself if need be.
forgot to vote
I like the fact that there are two levels effectively named "Complex 2" -- the real one and the secret one. Would make it kinda hard to communicate with others who knew about both, though. "I'm heading on over to Complex 2" vs "I'm heading on over to Complex 2 *significant look*. . . *eyebrow waggle*. . ."
This one has a Tom Clancyish feel to it.