//------------------------------// // The Origin of Species (Prelude Ch .5) // Story: Fallout Equestria: Fogwhistle // by Super Hurricane //------------------------------// Chapter .5 The Origin of Species "In the Beginning, there was the Darkness. And it was Good." Long ago, it was said that the birthplace of all equine life came from a falling star. Those who look to the stars now may fear them because of the threat they bring in the form of fire and destruction, since the planet was once two constantly bombarded for what seemed like millennia. However, due to the small land mass of Saddle Arabia, a few equine species broke off from the various herds that grew and evolved and became Earth Ponies, Pegasi and Unicorns. Certain mythical beasts in Equestria also have their roots traced back to common ancestors still in the savanna. However, that is not the point, what is the point is that the Law of the Strong lies deep into the core of Zebrica, where only those who have power can control everything. Even if everything is in ruins, there will always be evil lurking about. These individual species alone have their own traits and quirks, and will have their own roles in the story that about to unfold, in a tale that may unravel what has been hidden for what seems like centuries.... Zebras: Besides being good for stealth missions, using close quarter combat, wielding staffs/spears, and potion making, they are gifted in the art of spiritualism. In Zebrica, they are separated into various categories unassociated with the Legate that attacks Equestria: Trapper, Poacher, Shaman, Tattooist, Tracker, Apex Hunter, etc. One of the main armies of Zebra is the LRA or Luna Republic Army, which is composed of zebra colts/fillies who have been brainwashed/drugged to obey their superiors and openly defy the law and rules to harm other villages and grab more soldiers. The more adult zebras are the main force, though roughly half of them are hybrids that went through special breeding programs with various equines, some of which were forced to do so and later put to pasture when they became unable to have any more children (since many male hybrids tend to be sterile for some reason). Hippos/Rhinos: Although not equestrian, they have their own certain intelligence and tend to follow other herds for the sole means of getting grub and shelter due to their usual feeding grounds being destroyed by the megaspells. The Hippos themselves act as makeshift rafts/boats for other species to go along the various rivers, and the Rhinos, due to their tempers, can be tricked to become battering rams to destroy buildings. Waterbuck- Not big on swimming, they act to keep the peace as the secret police around Zebrica with their extraordinary hearing and special torture techniques. Many of which are dirty, though here and there is a waterbuck with common sense to keep order. And of course, there are quite a few that have become well-organized and crooked warlords to control the vast territories given their connections to the underworld. Klipspringer- Smaller than the dik-dik, these small creatures act as ways to deliver letters/ammo/packages all across Zebrica though a advanced and complicated tunnel system spanning hundreds of miles made by trained meerkats. They also set up special bear traps in the desert to take care of Ghoul Hordes controlled by Beholders. Bongo: The biggest of the Antelope-kind in Zebrica, they often carry Steel Ranger-grade laser cannon weaponry and equipment without faltering, as they can adapt to any environment for substance like charcoal off the scorched savanna and 'drowse' for water sources. Naturally, they often wear a coat of leaves to hide when entrenching due to their pigmented fur. Even in the thickest of jungles, they move swiftly unburdened and unchallenged like living wrecking balls knocking aside anything in their path, awhile always keeping watch on pursuers. Hartebeest: The most leanest and agile of the equine species here, they have evolved to outpace a cheetah and gore it, always brainstorming to stay ten steps ahead of anypony else. It's curved horns and long face may seem odd, but it's wise to never underestimate their attack range considering they use said horns to slingshot grenades with pinpoint accuracy. Kudu: One of the proudest of warrior equines, they are skilled trackers who rarely lose their prey, even in the worst of environments. Their furry bodies are coated with a special gel that allow them to go into thornbush thickets and other dangerous places without harm, cutting through barbed wire with their sharpened horns. Most of all, their special earth magic is the art of camouflage, blending in without a stealth cloak by standing still for a few seconds and then moving slowly. Giraffe: The enigmatic nomads of Zebra, they act not only as scouts, but also as 'relay points' to occur information to others via their 'horn stalks'. Call it remote viewing or ESP, they can see what the other sees. They often carry heavy loads and mount special battle saddles with explosives and rockets without complaint, and can even duck their heads quickly. It is said even without weapons, they are specialists in Doombunny combat, using their giant weight to pound any threat into submission. Sitatunga: Although not the best equine for rescue missions, they are one of the best of manipulating water talismans to create unicorn-type spells with water through their horns. They would be for the most part, Zebrica's special 'landmarine' forces given they are one of the few that can survive in the harsh swamps and navigate the quicksand bogs with ease, creating water under their oddly-shaped hooves to walk on land and launch as projectiles to engulf and 'drown' target heads. They are also good for dowsing with those horns in regards to both water and oil, but not much else. Gnu: Nomads that have the highest level of survival in the Savanna, capable of finding even the smallest of life-saving fauna in the ground or rubble. Quite good at finding water sources/patches of grass to graze on using their horns as dowsers, and with their unique brand of 'magic', turn dead radiated soil fertile after spending some time in the area. Unicorn: Prideful, yet smart magic users, it is said they keep a vast archive of pre-war books in Neigheria so that future generations can access the various elements, healing, transformation, and teleportation skills. The Enclave often hire them to act as support for their forces. Earth Pony: Rough, tough and seemingly rude, these terramancing specialists are just a small part of every Zebrican Community, mostly acting as Missionaries to spread goodwill and fresh food produce, as well as Celestian Religion. Of course, barely anyone likes them since they were said to be bossy pre-war. Of course, the Enclave hires a few of them to manage their crops and equipment. And no, any Steel Ranger stupid enough to walk onto Zebrican turf is bound to be killed and taxidermied with their armor and weapons sold on the black market. Pegasus- It is said when the war broke out for decades, the Pegasus armies essentially deployed 70% of their main forces and vehicles in Zebrica, including multiple Thunderhead-class warships that unfortunately were hastily built with errors around the continent. After the war, only certain amounts of Pegasus could manipulate the weather and many lost their wings due to radiation damage. Even now, a sizable chunk of Pegasi Enclave now lives above Zebrica, sending out groups for resource and intelligence gathering. Ghouls- Though not as numerous as they are in Equestria, most of them are stuck in prewar-settings meaning they are constantly at war with each other, staying in places thick with rads to heal up and keep battling. Others have become merchants or farmers, using their long lives to make a fair profit for their extended, surviving families. Those who have become feral though don’t last too long in Zebrica because of the LRA’s presence. Suni- Night hunters that barely need water or food when tracking targets, usually use small arms on hunts and use scent marking for others to follow, often break into Corrals/make-shift vaults with ease undetected due to their small stature and ability to hide in plain sight. Topi- The silent, unflinching sentinels who are essentially one pony armies. Capable of carrying large-caliber weaponry and armor barding, they charge in blowing up anyone in their path. Nyala- Shy and requiring constant water replenishment, they tend to prefer the sniper route to make ends meet. Of course, they put special socks on to mask their presence due to the glands in their feet that reveal their scent to others. Said to carry harmful if not disease-spreading parasitic ticks. Okapi-Rare in number, they are skilled in setting up shelters to hide out all over the Savanna. It is said they have a monopoly on hut hotels and indoor plumbing, as well as building up villages whenever they are trashed by rebel factions. Some have turned Trapper though, making their 'homes' into death traps for those who attempt to steal. Grysbok- Night-based trackers, capable of running far distances without food or water and hide out in burrows. Proficent in knife handling and can navigate through dense shrubbery with ease. Oribi-One of the fastest scouting units available, they often act as couriers delivering stealthbucks and messages from the various warlords. Apparently, with the weapons the warlords provide them, they fear no attempt to steal the mail they have on them. Puku- Natural scouts with a knack for whistling, they are light-armored/gunned for quick fleeing and often carry comm 2-way radio units fitted to only their use, as anyone else would have the device explode in their ear. Also tend to set rotting bait traps along watering holes to ensnare laughing dogs. Reedbuck- Natural leaders of the various tribes, they often are set as chieftains to speak for the zebras given their vast knowledge of languages and knowing how to settle disputes. Naturally, they also tend to drive the Sandwich Tanks given their body shapes and greasy coats to squeeze through the tight opening that ponies can't go thru normally. Even if they could, the Reedbuck's ticks and fleas are well-known to live inside the tanks for a very long time, infecting non-reedbucks with toxic diseases in the process. Roan- The devilish rogues of Zebrica, they are well-known to steal from the camps of New Roam with a variety of disguises and specialized potions to mask their scent and appearance. They also carry specialized drugs to increase the chances of escape, making them useful for courier service. Sable- Skilled in the way of swords, they have tampered their horns with a special magic to be as sharp and unbreaking as steel, as well as the rest of their body. Many team up with Waterbucks to serve as bodyguards, or contribute themselves to Guild Quests organized by Impalas. Lechwe -The Marines of the Antelope Zebrican species, they specialize in stealth and special ops to capture high priority targets without letting their presence known. Also extremely talented boat makers, though they charage a lot for their services for mercenary and shipwright services. Sitatunga- With a bulletproof hide, they work with Lechwe to hide underwater to take enemies by surprise, though they have a unique magic that allows them and anyone who touches them to 'dive' into the ground and tunnel through soil. Often become warlords since they escape angry mobs often enough, but are skilled at diplomacy and politics. Impala- Can jump up to 10 meters in a single leap, they drop grenades and explosives on their foes, and are experts in marksmanship with sniper rifles. Enjoy using bayonet techniques and spearing heads on pikes. It is said they run the Guild Houses in each village that act as the local militia, and are prone to bribery in various forms. Laughing Dog- A mix of Hellhound and Hyena, they salvage anything from the dead and use it to cause more to die. Radiation has killed their sense of smell, and they often laugh when talking to mock their prey. Traveling in packs of a few hundred, they are amongst the most vicious of sentient species, wearing leftover raider armor and setting up pitfall traps. Guerilla Gorillas- Along with most of the tailless species of ape in Zebrica, they were subjected to zebra experimentation in a way to increase their intelligence and be converted into soldiers in a project that died out when the bombs fell. Despite the fact they are still themselves after a few centuries (as in they aren't Planet of the Apes type), they have learned how to wage war and use zebra/pony weapons over time. Hostile towards any horned/winged equines, they force normal zebras/earth-types into serving them and bind their mouths. They have also learned how to create armor out of the remnants of Steel Ranger/Enclave shells over time as well, but all the same, they are wild animals who look after only themselves. Beholders- Often found in the desert, their numerous eyes hypnotize ghouls wherever they go, turning them into their loyal subjects. Said to be extremely difficult to kill, due to them being the first test subjects of regeneration talismans, and are highly vain of their appearance. Duiker- Almost as good in stealth as Zebras, these unseen equine often can sneak into the most fortified of bases undetected and quietly take them apart from within, though they tend to eat on the job and that sometimes gives away their position. They also are extremely talented at hacking terminals and writing computer code. Eland- Often used to scale high walls and carry large amounts of heavy weapons/equipment, they serve as couriers and breaching specialists in destroying fortified settlements. Once on a mission, they barely rest and will kill anyone who interferes with stealing the package with their deadly horn-piercing strikes. Basilisk- A Invasive Species, they are said to be the enemies of all ground dwelling species and have the ability to cast a spell that encases prey into stone statues for a certain amount of time. A single one can be a match for a small army if needed, given their AoE spell is vast in range. Gargoyles- With eyes that paralyze or numb their foes, the power to become hard as stone and the ability to heal their bodies of mortal wounds in the daylight (as long as they stay still and don't move), these hairy winged beasts assist in the mining operations of rare earth materials as overseers since they can see in the dark. Dragons- Far more numerous in Zebrica due to hiding out in Mt. Kilmarejaro's special Corral, these sentient creatures come in various forms and shapes from around the world. Highly armored against magic, capable of flight in some cases, and most can breathe balefire after exposure to rads in the Savanna. Thunderbirds- Massively large, balding turkey necked-like birds with huge appetites for clouds, they tend to be at odds with the Pegasi by flash-frying their Vertibucks with bursts of high voltage from their wings and beak. Dangerous to all settlements that use powered equipment and immune to energy-based weapons, they sometimes raid in numbers that blot out the sky and unleash explosive bolts upon their foes. Nyx- Living smoke creatures that have the power to invade the minds of the asleep to create dreams or nightmares, or to extract information that is private. Due to the fact Luna was in trouble during the bombing of Canterlot, her loyal subjects abandoned the moon to attempt to break though, only to be repelled by the red mist which annoyed them further. With most of the world scorched and the only space shuttle area in ruins, they left to Zebrica to regroup and focus their efforts on taking over the continent through naval warfare, cutting off food and water supplies to various ports. Thankfully, their time on the moon has made them immune to radiation poisoning, but the isolation has made them hate anypony who dare to intrude in their territory devoted to Luna. Cloud Gremlins- Allied to the Zebrican Enclave by force, said to have the ability to repair/create cloud terminals as well as manipulate the density of regular clouds. Despite having nasty attitudes, they rely on the Pegasi to keep their species safe from the Thunderbirds, and can adjust the weather inside clouds to a point. Bookworm- A symbiotic species that act as the muses of their hosts, memorizing everything they learn and inspiring creative ways of solving problems. However, they can also evolve by the number of books they read over time to grow and gain wings or a twin stinger. To actually eat books is taboo, as it would rapidly speed up evolution but destroy what is written in every other book. Can allow the host to speak and translate any language, and at times boosts the host's intelligence to handle the amount of INT needed to do complicated tasks. Radion- A Glowing, Ghoulish Lion who's fierce roar freezes anything in their tracks, or is used as a sound burst to knock vehicles or prey over. Highly radioactive despite the lack of radiation in the Savanna, it uses background radiation to constantly heal over time. Not very bright, but they have a long history of preying on all herbivores weak and defenseless as a pack. Mimicker- Dropped by the tens of thousands by the CMC order, these living rocks have spread like wildfire in various areas of Zebrica to copy whatever the zebras had and essentially spy on their activities. When the bombs fell though, they were forced to grow into moving Golem Behemoths that wander the Savanna, though they drop small Mimickers on occasion. Those with a Mimicker can change them into any weapon they desire, provided they have the ammo for it, and over time, the Mimicker would be stuck in that form. Anubis Jackals- Due to the main capital of Anubis being bombed, they and their master have gone to the far reaches of Zebrica to re-establish their homeland and force villagers to build pyramids stocked with post-war weapons and rockets. Are constantly at odds with the Isis Cat Platoon. Heighted sense of smell, jaws that can destroy metal and access to potions that give them immunity to bullets and laser weaponry due to high regen and rage-inducing chemicals makes them a major threat. Said to force hundreds to build specialized mobile weaponized pyramids for the sake of conquest. Isis Cats- Futurists who seek to rebuild the ancient civilizations of Zebrica to suit their every whim, using their unnatural speed, reflexes and agility as well as magically sharpened claws to keep ponies and zebras in line. They currently have a alliance with the Guerilla Gorillas, building massive cities with them in exchange for pets and love. Oryx- Can manipulate their body temps to 116 degrees with their unique fire magic and Rampage juices flowing through them and use that ability in fusion with their fighting style to burn their foes, unable to jump, but their horns are long enough to pierce the densest of Steel Ranger plating and melt it. They also have the unicorn ability to teleport, but in short bursts. Addax- Specialized in handling the hottest of inferno magic, their spiral horns absorb and channel heat to release it as a thin laser to cut down foes, work in conjection with Oryx. Natural gunsmiths and blacksmiths as well, and said to travel through the Cradle without any issues. Camels- Highly religious, lazy and rich species, they offer shelter to anyone who needs it, but then makes sure they never leave with extremely deep debts to pay off their stay. They mostly manage the mines in the deserts, and claim ownership of the water and oil wells. They often have a wide following of mercenaries who keep the imprisoned in line. Dik-dik- The Zebra's field surgeons and manual doctors, they are spread out as to not draw fire but can be counted on to save lives wherever they go. Carrying large knapsacks filled with potions, zebra remedies and drugs, they can also use their small size to patch up wounds and repair severed limbs without being noticed. They are fragile though, and not very fast, thus requiring a convoy of soldiers to protect them at all times. Bontebok- Musical bards of the Zebrican Landscape, they are one of the few species that appreciate music but can't use it to make everypony work in unison. Often are conscripted as hoof soldiers to set up camps and cook for the militaries, or are sent to crawl into tunnels to set up explosives underneath enemy camps. Bushbuck- Sneaky, sadistic herbivores that often outthink predators and ignore pain when going for the kill, and have wide territory areas with their markings. Anyone that disturbs the territory is instantly noticed by all bushbucks, followed by a widescale strike on all sides with conventional weaponry. Said to abuse Rampage and Med-X when going hunting for strong opponents. Gazelle- Illusionists in creating magic moving photocopies to confuse their foes, creating small armies to survey and scout ahead. They prefer everyone to get along and eat grass, though a few end up working in the science divisions to improve their way of life. Eloko Ponies- Small dwarf ponies covered in leaves that live in the outskirts of the savanna where the bonobos are vast and many, they have multiple bells attached to the leaves enchanted to lure in victims before devouring them as a tribe. Said to be a group of unicorn explorers who went insane after a few months wandering about, eating their own horns and later other explorers. Ala Mahamba-Said to eat Rad Gators for lunch, this gigantic, radiated croc moves at a slow pace tearing apart anything in it's path and consumes it whole. Aziza Zebra- A group of spiritualist enchanters who vastly increase the magic of any who please them with gifts worthy of a power-up, but get them mad and they will unleash a firestorm simply by pressing hooves to the ground. Often spin and weave clothing with the silk-cottonwood trees they live nearby, enchanting it into the toughest of barding. Adze Changelings- Changelings that overtime glow in the dark and change their size to the size of gnats to enter even the smallest cervice, they are drawn more to jealous equines and absorb the emotions, transforming into them and disposing of the original to cause more jealousy in other tribes. Lack a hivemind or a leader though, as they prefer to do their things alone but regather every few months to share experiences. Mamlambo- The Sea Pony/Marelurk of the Zebrican Nation, it is hard to know what they can do other than summon whirlpools and induce heavy flooding. Nandi Bear- Yao Guai? These predators are said to be the super-heavyweights that challenge Ursa Minors to fights, using their own special magic to mirror their opponent's power and size and take it as their own, then go on the occasional rampage just to get steam out. Yumboes- Basically the Zebrican version of Breezies, only a lot more tougher and have a need to eat like locusts, bother the Enclave to no end since they sabotage supply routes and steal everyone not bolted down. Deer- Specialists in biological magic plant warfare, of which many can store and release energy between their horns before firing it. Due to the Everfree being a target for balefire, they abandoned their homes to live down in Zebrica and used Minotaur Squishes to 'jumpstart' a new Eden Forest called Utopia, though decades of using the slushes to replenish the forest in the strong savanna heat has almost dried up their supplies completely til the Enclave came in to replenish them in exchange for setting up a small base of operations.