The Rejuvenationverse 33 members · 20 stories
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Purple Patch
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“You’re going to Nogo? Alright...Let me list all the ways you’re going to die. Rain, heat, mud, disease-carrying flies and mosquitos. We haven’t even started on the things that want to eat you alive”~ Dusk Shine

“Turn back, turn back I tell ye’! There be things ‘ere that ye want not of! An’ even if ye did want ‘em, ye wouldn’t like ‘em when ye got ‘em!’ ~ Ol’ Gen Bunn, Castaway found by Equestrian travellers on the shores of Nogo.

“You’re all a massive bunch a plots!” ~ Flash Magnus to the Pegasus Senate upon being told he was being sent to Nogo

Nogo is the unexplored continent of the Far South. Civilised beasts have known of the existence of the continent since they first took to the sea but to this day, only the northern coast has been mapped, catalogued and maintains some form of observation. Some other civilisations outside of Equestria may have mapped further but they keep this a secret. And few blame them.

Nogo was first discovered and named by its first explorers. Though ‘explorers’ is a generous word. ‘Survivors’ would be appropriate. Or rather survivor. In the First Age of Magic, a hippogriff known only as Hyibi-Jyibi, came to Equestria desperate for water, trapped in a state of shock. He was tended to by various leaders of pony society who found him to be dying of mysterious diseases that their magic was able to keep at bay but not cure. In his decaying state, Hyibi-Jyibi could do nothing other than show them his map, detailing the location of the forbidden continent then endlessly screaming the only word he could manage in broken Equestrian.

‘No-Go...No-Go...No-Go...’

And these are the only words he could utter before dying.

It is believed the continent may be as large as Equestria, maybe larger still. It largely covered by jungle, dotted with the occasional volcano, though there are sparse signs of mountains in the eastern part of the continent and deserts to the west. None have actually braved these parts however. Everypony who’s ever possessed the courage has never returned with any knowledge to share.

Only, to anypony’s knowledge, in the northern coast is there currently anything Equestrians could consider civilisation, a score of small trade towns, half-submerged in the swamps, huts of mud and driftwood and scrap metal. Wet, humid and full of woe, desperate folk come from far and wide to seek their fortune or flee from danger. Regardless, none go there with the intent to settle down for a long life. The reason for that is that, even outside of the ferocious landscape, Nogo is never short of danger.

Once, the continent, or part of it, belonged to the Gyth, the precursors to the Empire of Tambelon, led by the goat seer kings. They founded the city of Kozmar at the mouth of the River Kadd and set the first colonial outposts on the Visles, the most notable being Broxcha which later became Braag. Tylopod Explorers from the modern-day camel domains sought precious stones, rare flowers and exotic animals on the eastern coasts and the Kudu did the same on the western shores. Changelings came to the continent at one point to found the city of Tarantular but abandoned the city for reasons unspoken of. The Unicorn Kingdoms thrice established colonies beyond the Visles. The first was destroyed by the natives of the continent, the second was ruined by plague and the third was abandoned after the Unicorns conquered Kozmar.
This is as far as civilisation (To our most commonly accepted definition) extends in Nogo. Every attempt to reclaim it thereafter has ended in failure and doom. Only Kozmar endured for half a century and was also eventually abandoned when the city flooded in a torrential monsoon lasting two seasons. The waters have subsided though the lower city is entirely submerged, but none treat the place. It is a haunted ruin slowly being reclaimed by the jungle.

The jungles of Nogo are the stuff of nightmares. Only one in about fifty exploring parties ever return from the continent and even then, in no fit state to return.

The coast alone can fill a traveller up with enough diseases to render an alicorn in a state of near-death. The swamps that make up the beaches are a bed of fetid vegetation that release plague clouds that choke any caught in them. The diseases have been catalogued by the most distinguished Apothecaries from the few survivors and even a few present in the explorations.

Diseases

[Wagensroll: For the love of Celestia, Luna, Adelar and other god or goddess you may or may not believe in- Do NOT read this after eating...or before eating. In fact, forget about food for the rest of the day!]

[Note: Stop being so fussy, Roly.]

  • Emerald Fever: Open sores of pus that turn a bright shimmering green that harden and crack, poisoning the bloodstream.
  • Crimson Carbuncles: Large, hard, blood-red blisters that grow larger than eyeballs, diverting the course of the bloodstream in the affected area. Usually non-fatal provided the infection is treated slowly and carefully. Severing or bursting the blister causes rapid blood-loss and fainting which the victim will likely not wake up from.
  • Prancing Plague: An infection of the brain and nervous system causes the victim to spasm and hallucinate, their body appearing to prance around morbidly. If the madness itself doesn’t cause them any dangers to themselves, the victim normally dies of exhaustion or heart palpitation.
  • Death-By-Lemonade: A disease that prompts a gastric reaction that decays the stomach-lining and overstimulates the stomach acids, burning through the victim’s digestive system. The victim dies with a frothing, fizzing, acidic concoction bursting through their belly or lower body.
  • Rindskin: Fungal infection caused by the Turomucor Osmobolba or ‘Cheese-Mould Mushroom’. that spreads between the upper and lower layer of the skin, making the skin dry, discolour, crack and harden, resembling cheese-rind. Once the infection spreads to all layers of the skin, they crack in irregular patterns and the victim dies of internal bleeding
  • Pony-Go-Pop: A very dangerous, incurable and invariably fatal disease that attacks the tissue of internal organs, causing them to break down, bleed out and essentially disintegrate, rendering the victim’s body to a barely-living bag of blood. Worse is that, outwardly, the victim only appears sluggish and haggard then slowly showing discolouring skin and bleeding from the orifices. Once in its later stage, the victim simply sits or lies down and dies on the spot, remaining completely still for some time until anything touches it. Then the victim quite literally bursts like a water balloon, spreading the infection through the spilt blood to anything it touches.
  • Bubobeye: Another fungal infection caused by the Panoptamycos Algopsis, known as the ‘Blinking Horror’. The infection attacks the eye and causes fungal bulbs that look like warts to sprout in the corner of the eye that slowly swell and resemble tiny eyeballs. The infection travels inward, covering over the surface of the eye, preventing one from blinking and causing abominable pain. Eventually, the infection travels further into the head, reaches the brain and causes a fatal shock. When the victim falls, the fungus spreads out the ears and into the ground they fall upon.
  • The Slurps: Caused by drinking swamp water. The exact parasite that causes such a defect, or perhaps the combination, is uncertain but the effect is quite shocking. The victim’s muscle and bone tissue slowly break down, causing the bodily appendages to become floppy and rubbery. As the victim walks, it gives off a wet, ‘slurpy’ sound and leaves bloody hoof-prints as they begin to sweat blood. The victim becomes mad with thirst and drinks constantly while excreting constantly, trailing bloody, jelly-like stools until eventually they push their vital organs out of their rectal orifice and die.
  • The Wet-Woollies: A disease carried by spores of the Phoneaflora Pseudogossypio plant, better known as ‘Killer-Cotton’. Small, moist, white, furry polyps form on the flesh, usually around the bodily orifices. Eventually, the fungus spreads to cover up the orifice one by one leaving the victim unable to see, speak, smell, hear, urinate, excrete or, eventually breathe as the fungus attacks the lungs. The victim dies and becomes a bed for the Killer-Cotton to grow in abundance.
  • Curdletongue: Ulcers form under the teeth and around the tongue. The pus that emerges can’t settle and so fills the mouth, making the pony appear as if they’re gargling curdled milk or spoiled yoghurt. The victim dies either quickly from choking or slowly from dehydration.
  • Chalkhoof: A decomposition of the hooves that leads them to break away into white powder. Once the victim is rendered immobile, the disease attacks the bones and marrow and eventually the muscles, causing the victim’s lungs to fail.
  • Bubble-Brain: A bizarre illness that may be linked to a magical curse. The brain essentially expands, causing the victim to enter a state of raving mania, laughing and/or screaming without end, losing all control of all orientation. As the head swells to about three times its natural size, the brain, and most of the head, bursts. This is a non-contagious illness but to this day, none know what causes the illness.

Grand Apothecary Syrinx of Bedsyde Manor concludes from her studies that one in nine ponies visiting Nogo will catch at least one of the aforementioned diseases, among others, and at least half will die from them.

And yet, despite all these problems, disease is far from the worst danger one will face in the green hell that makes up the further paths of the forbidden continent of Nogo. Walking beyond the sands on the shore is seen by many as madness and will only lead to danger. The largest and closest island to Equestria, Degol, is untouched by civilisation for its here that diseases and venomous animals are most rife. The island, on closer inspection, is actually a peninsula, connected to Nogo by a semi-submerged Mangrove forest known as the Throttlebeds whom no-one has ever crossed unscathed.
In all periods of the year, standing on Nogo’s very soil can be treacherous. In the dry season, Nogo becomes one of the hottest and most humid landmasses in the Known World. Sweat on a pony’s body will literally begin steaming off the surface, bringing heat-stroke to many, while the wet season will bring monsoons on such scale that dry ground soon becomes a mudslide. All year round, mud, bogs, quicksand and tar pits will prove hazardous to any creature who doesn’t watch their step.

Creatures of Nogo

  • Crocoviles: A range of different crocodilians lurk in and around Nogo and here you will find, to anypony’s knowledge, the largest of their kind (Barring the Sacred Sobexai of Dhabar). Appropriately, they are designated differently, named after the Visle Isles which are in turn named after what it’s like to live there. The smallest of their species, the Nogo Shore Crocovile, measures around 9 metres (30 ft.) These prowl the coastlines and shallow waters of the continent, swimming up from below to overturn rowboats and devour the occupants while they’re in the water. But they must share the perilous waters of the coast with other predators such as Bonecrusher Sharks, Pygmy Sandkrakens and Greytooth Mosasaurs.
    Further inland are even larger specimens. A taxidermized specimen of the Kadd Crocovile in the Royal Canterlot Museum measures roughly 12 metres (39 ft.) and weighs roughly 2 tons, though its body is much more streamlined and its jaw longer and thinner than its cousins.
    But the largest is reported by explorers to dwell in the vast swampy, semi-submerged forests known as the Throttlebeds. There the terrifying Bushwhacker Crocovile dwells, a twenty-three metre-long monster that glides silently through the mangroves before it strikes. There, it is said, you don’t need to worry about it overturning the boat...It’ll just eat the boat.
  • Frenzyfish: Yet even the largest crocoviles give certain rivers a wide berth if they have these things to contend with. These silver, scarlet-striped bony ray-finned fish are about the size of a pony’s hoof but this is a predator that doesn’t fight with size. They patrol the rivers closer to the ruins in shoals of at least thirty at a time. Once they find any living beast that ventures into their waters, they immediately dart to it and swarm them, biting through flesh with ease with serrated teeth. In a swarm, they can reduce a submerged pony to a perfect skeleton in less than twenty seconds.
  • Banebite Flies: An insect with an appearance described as a cross between a mosquito and a dung beetle. Banebite Flies have been theorised to be the most common animal on Nogo. It is said that, when collectively resting before the sunrise, they all cover the shoreline so fully that the sand appears black. When swarming living subjects, they bite and sting continuously but this is a greater threat than most know. Their bite contains trace elements of chemicals found in drugs that cause hysteric rage. And while, on their own, the bite causes little change, hundreds of stings will swiftly have their effect on the subject, driving them over the edge.
  • Popper Wasps: Large, spindly wasps, navy-and-ochre striped and highly dangerous. Often ignored among the fly bites, the Popper Wasp stings its prey not as a means of feeding but reproducing. Collecting eggs from their nest, they fly out to inject them under the skin of living creatures, providing incubation and nutrients for the larvae. Usually, one sting can lay around a hundred eggs each. Once they hatch, the grubs, equipped with very powerful jaws, proceed to devour the subject alive from the inside-out.
  • Bigbelly Bats: Large, white bats with pale-pink undersides that swell like blood-red bubbles after drinking their prey. The bats are adapted to drain a vast quantity of blood from their subject. Their bite is also laced with poison that produces stupor, making the subject sluggish and delirious and easier prey for the rest of their nests. They can also debilitate potential predators with a high-pitched screech.
  • Phoboa: Arguably one of the largest non-draconic snakes in the Known World. Oil-black, hardy but silent, the Phoboa slithers through the undergrowth under a blanket of vegetation. It avoids direct contact with the rivers apart from the few unguarded by Crocoviles or Frenzyfish but is as adept in the water as it is on land. It consumes its prey by swallowing it whole, often alive, but rows and rows of spindly, inwards-pointing teeth line the interior of its body like grinders, ensuring death will be certain and very painful by skinning the prey and then crushing it. Its digestive juices are highly acidic and, when threatened by larger, more alert creatures, it will spit a stream of such liquids to burn an attacker through flesh and bone. Despite its size, it is a fast creature, almost as fast as a galloping pony, and at its top speed can reach around 30 miles per hour, using its bulk to plough through smaller obstacles while traversing larger ones.
  • Horse-Eating Spiders: Not much to say. Similar to the Singing Spiders that once prowled the Inner Everfree until wars with the Wolfsong Tribe regressed their species, the Horse-Eating Spider is a giant tarantula that lurks in trees or the undergrowth, pounces upon ponies, or similar-sized prey, and sinks its hooked, hoof-sized fangs deep into flesh, paralysing them as they slowly drain them of fluids.
  • Grandmaster Spiders: These are quite different from their tarantula cousins. They are thinner and less powerful but far larger, dwarfing most of the animals in Nogo, and dwells in the trees. It is also primarily a webspinner that weaves webs larger than houses, connected from one tree to the next. The strands are, at first, thick and cottony but thin and toughen with age, becoming like sticky rubber. The longer the web has been up, therefore, the better the chances of it catching something. One it makes a catch, it waits patiently for the panicking animal to entangle themselves almost completely. They then use a small pincer under their abdomen to deliver a sleeping poison to the victim, fully entangle them and take them up into the canopy where they hang them from above, feeding on their fluids at the spider’s leisure.
  • Raptors: Equestria has known of the prehistoric lizards known as dinosaurs since their discovery in the late Second Age of Magic. Indeed Equestria saw dinosaurs during the heyday of the great Zebrican Empire of Ketekete rode the great reptiles into battle against the Ivorians, the Centaur and the Tigrans. But population booms among Zebricas native populations have regressed these creatures. While talk of a land below Zebrica’s soil where the dinosaurs still thrive is spoken of in legends, on land these giants are few and far between. The carnivorous therapods and raptors have not been seen for over an age (The only raptor that persists in Zebrica is the lightweight and taciturn Savannah Sagittaraptor). But on Nogo, the most dangerous beasts will always thrive. Raptors of various colours and sizes prowl the forests, making use of camouflage, lightning speed and large, curved, sickle-like claws on their hind-legs.
  • Frilled Basilisks: Despite standing smaller, lower and stockier than their raptor cousins, the basilisks of Nogo are actually more to be feared. As their name indicates, their necks are decorated by a skinny frill that spreads out when the beast is threatened. The frill flashes with strange colours creating a hypnotic effect. The basilisk then bites its victim, delivering a poison that is among the most venomous known to ponykind. But this is not the extent of it. Like the Banebite Fly only much more effective, the bite drives the victim mad, causing it to attack and kill anything it sees for a period of up to five minutes. The basilisk simply trails behind the victim and eats not just it but any it’s killed along the way.
  • Ceeyelbees: The word doesn’t actually translate to anything. It was taken as an acronym for what the explorers commonly called them- ‘Creepy Little Bastards’. Ceeyelbees are a strange, golden-brown lemur-like primates with wide ears, large glowing eyes and the most peculiar hands. No finger on each hand is the same, each one varies in size, shape and essential purpose. The middle finger is long, thin and used for tapping against wood to startle the beetles inside, while the fourth finger is longer even than the third and softer, used for digging into holes in wood to pull out worms and grubs. However, in Nogo, where the average worm rivals the size of Equestria’s snakes, the Ceeyelbees grow to the size of pigs and dwell in the forest canopies in troops of more than fifteen. At night, they hunt any prey in the undergrowth, lowering themselves down on vines or even each other, grabbing their prey and pulling them into the canopy where the troop swarms on them, pulling apart the hapless prey piece at a time, giving off a hushed but audible chatter that sounds not unlike laughing.
  • Dragonbats: Not even the skies of Nogo are safe as the pegasi found out venturing into the continent. While the scaly, bat-shaped wings can give off the look of dragons or Pteradons, Dragonbats (Or Draconycters as they are more correctly known) are actually mammals, perhaps the most successful non-sentient mammal on the continent, and rule the skies. If it’s deadly teeth and keen eyes weren’t enough danger, the Dragonbat also possesses a long, rat-like tail with a vicious barb. Any natural bird species on Nogo are its prey though it will occasionally grab any prey it can carry from off the ground, bite it to death mid-flight and eat it at its lair. The Mossy Dragonbat is the most commonly seen from the sky, nesting in the forest canopy, growing up to eight-metres long (Not including the tail) with twenty metre wing-spans. Howling Dragonbats are larger but more sluggish, rarely venturing far from their lairs closer to the mountains and volcanoes. Copper Dragonbats are no bigger than dogs but hunt in packs, swarming and devouring prey much like the Frenzyfish in the rivers. But the most dreaded is the nocturnal Black-Whisper Dragonbat whose jet-black wings and sooty fur make it invisible in the night sky and silent as the wind. A pony could fall asleep in the evening, safe in their group, and wake up next to half-eaten corpses with the Black-Whisper Dragonbat perched above ready to pick off dawn’s survivor.

Herbivorous creatures have been seen but none have possessed sentience.
Tank-Sheep, Elephant-Deer, Kangaroo-Sheep, Bald-Mooses and Land-Walruses are the names given to some of these weird creatures by Equestrian explorers though in the interests of consideration, the official name for each respective race, based on the most common sound they made, were ‘Bruffums’, ‘Gnyerks’ ‘Nimms’, ‘Yo’uls’ and ‘Dwaarps’. Seemingly doing little other than eat, excrete, mate and flee from danger as best they can, these creatures of low intelligence and survive primarily by breeding well and keeping to the more open parts of the forest where they can collect themselves and intimidate predators through show of force but the prosperity of the predators on Nogo can only be because of these animals.

There is sentient life on Nogo but here, some of the most terrifying tales from Nogo emerge.
The natives of the continent are porcine but unlike any intelligent pigs known to Equestria, these creatures are big-boned, thick-limbed and hairless and are built more like hyenas with arching backs and powerful jaws. But these are not like the Entelodonts who once raided Old Equestria. These are pigs with faces shaped like actual pigs but with sunken eyes, furrowed brows, swollen snouts and jowls and dog-like teeth. Their skin is pale and discoloured, greying with age that often bear brindled patterns of scars and scabs. Nopony has actually determined how this happens but numerous theories have been set. Perhaps this is the result of a ritual? The conditions of their living environment? A genetic defect? None have been able to find out.
They are known as Scabrous Hogs or Puce Hogs though they are more colloquially known as Bloody Boars or Mad Pigs.

The hogs live in covens that vary in practices depending on where they live. The covens closest to the shore have mastered the use of basic weaponry such as bows and occasionally trade with visitors though will more commonly attempt to waylay them. Further into the jungle, the covens get more and more vicious. Many will attack any strangers on sight. They worship dark gods with obscene rituals that almost always involve blood spilt. A lot of the covens are cannibals who, if they can’t find any strangers or enemies to eat, will single out their own to devour or feed on their recent losses. Those further into the jungle grow larger, bulkier and mar more brutal. They cannot cross-breed but will try to do so nonetheless. Captured strangers are forcefully impregnated. Males are slaughtered after being forced to lay with the she-hogs while female prisoners will usually die giving birth to the cross-breeds who are always stillbirths and normally severely deformed. The children are sacrificed on the altar of their gods along with the mother, living or dead. Few venture further to discover how the hogs change after this. There are tales that the Hogs close by the volcano have been reduced to crawling on their bellies like reptiles, their brains damaged thanks to the volcanic ash, hunting their prey by burrowing under the sands and snapping up any passers-by. And covens south of the jungle are claimed to use noxious potions to turn prisoners into one of them.
But strangely, they give the ruins around Nogo a wide berth, suggesting there is the presence of something about the ruins, mundane or otherwise, that they fear.
And they may well be wise to do so.

The ruins across Nogo are truly where the mind boggles. Things nopony can explain take place here.
The closest to the shores, beyond the island outpost of Braag, is Kozmar. Once built by the Gyth then lost to the unicorns, the city was swallowed up by the wet season. The flood brought up not only disease and structural instability but also marine and amphibious predators. Excavators have discovered a subterranean city-level in Kozmar, likely to hide from the heat and just about everything else in Nogo. But they could not hide from the water. Almost all of it is flooded, a bare nine feet remain unsubmerged. None have survived to measure how far down the city goes. There are things that one cannot find on land that boggle the mind. Thin, long-nosed sharks with ugly jaws that shoot forth like grasping claws, eels with gigantic heads, swallowing prey like the boas on land, swollen anglerfish with dancing tendrils and mouths full of sabre-teeth and barbed tentacles from a mysterious creature somewhere far down the depths. On the surface, the jungle is overcoming it, trees and vines growing over the stones and pulling apart the infrastructure.
The ruins of Yukkor are, like Braag, an abandoned prison. The place seems cursed but who by and for what reason none can say. The prisoners, still wearing their chains, have long become skeletons and yet, according to investigators, they stand in place in the prison courtyard lined up in groups, staring up at the warden’s podium on which stands no warden or guards. The investigators determine no magical presence, officially they are dead. They simply stand in place upright in their chains. None can determine why. Like Kozmar, Yukkor is slowly being reclaimed by the green. Some of the skeletons are serving as stands for the creeping vines and noxious flowers but nothing seems to pull them down. Excavators have tried pulling the bones apart or smashing them entirely but they seem otherworldly strong and rigid.

But the worst has to be The City of Marg.
Marg is a city deep in jungle at the Kadd river delta. It is made up of weird, oily, black stone in blocks so large and heavy that would take more than one alicorn to move. It is squat and square, without windows, crafted in a cultural style none have ever seen and with a purpose none can imagine. It is dated older than anypony can truly date, older than Gyth, older than the Flutterponies, older than any age or civilisation can determine. Marg has remained abandoned and desolated for many millenia and yet the jungle has not touched it. Around Marg, it is said, one cannot see a single plant upon the oily black stone nor any living creature touching it. One cannot hear the singing of birds or the chatter of monkeys or the humming of flies. One cannot even hear the wind. Rain will run off it and seems to disappear before it reaches the ground. And the sun does not shine upon it. The stone does not reflect the light and folk who witness it claim the mineral ‘eats the sunlight’. When Queen Morning Glory led an expedition here in her war to claim Kozmar, she documented a feeling of intense unease about the place and forbade her troops from venturing into it. When she took half her army to Kozmar, the half that remained allowed a small squad to venture into Marg. When Morning Glory returned, the entire remnant force had disappeared. They’d left no trail and hadn’t put away their fires or beds or supplies. But of the half that she hadn’t taken to Kozmar, nothing was left. She then forbade any Equestrian from even setting eyes on the city for long. She was famously quoted as saying...
“It is a city so evil that not even the jungle will enter it.”
Every attempt to rebuild, resettle or even explore the city of Marg has ended in horror that leaves scant survivors who will never speak of it for as long as they live. Even standing long outside of it or sleeping near it is hazardous. Some wake up fine without change, others wake up without their sanity and some simply disappear come morning. None can say why.
Mimic once saw Marg but never entered and in her notes, she describes her confusion and a theory she confesses she is unhappy with but is the only one that she feels offers some sense.
“Ponies always say something like Marg shouldn’t exist in this world. And they’re right. There’s something about it that just doesn’t fit, doesn’t belong, doesn’t make sense to be in the world we live in. It may seem stupid but...I’m almost certain whoever put Marg where it is, however it was built and why, wasn’t from this world. I think they came here before there was any life we know of. And I have a truly horrible feeling that they’ve never actually left.”

For one reason or another, there is a very good reason why we call Nogo ‘The Forbidden Continent’.

Bronycommander
Group Contributor

6880439
Interesting. I guess even Mr. S. and Casdaous would not dare to risk it. On the other hand

Imperial EVO trooper and Hazard stormtrooper: Meh.

Queen Morning Glory, is that a fallout Equestria reference?:trixieshiftleft:

Purple Patch
Group Admin

6880448
Well, things are a little more complicated than that.
I mean, when you think about it, unicorns can shoot magic lasers in the show. Which means that the ponies in Equestria, when venturing into Nogo, would be close on-par with the stormtroopers. So anything that could harm them would probably harm stormtroopers too. Especially if how they fared on Endor is anything to go by. :duck:
And you can't use vehicles on Nogo, the terrain's too hazardous. Even hovering vehicles would fail in the humid climate and those suits won't protect you from every disease.
And the further you go in the worse creatures you'll find. Even if you survive the creatures shown here, you'll find worse. Worse than the acklay, worse than the rancor, worse than the sarlacc, tribes worse than the Tusken or the Nightsisters, it just keeps on going.
And that's not even talking about Marg.

Actually no, it's a G1 reference. I was looking for characters in the older films as a historical reference.
I'm really not that familiar with Fallout Equestria. It's like one of those things you're afraid to get into because there's already been so much of it, having to start at the bottom is going to be so arduous and you've no idea how to fit it into your schedule.
It's like the problem Disney writers have with the Expanded Universe.:twilightblush:

Bronycommander
Group Contributor

6880490
I see. I had just to think of the Pegasus mare with the same name in Fallout Equestria Project horizons, remember?

And I know your pain. I just thought of those two tropers, as the EVO ((short for "environmental") are hazardous environments, able to survive and operate in the most hazardous of conditions such as extreme heat, acid rivers, and lightning, encountered wherever extreme environmental battlefield conditions existed. I t6old you about their weapon a long time ago.

The Hazard stormtrooper, only seen in the game Star Wars: Jedi Knight: Jedi Academy, are similar. a very heavy suit of body armor that offered complete immunity to temperature extremes, immunity to acidic damage, as well as invulnerability to small-arms fire. Their air supply lasted for three days, and was enriched with beneficial bacteria. The armor was also a functioning space suit which could keep the wearer alive in a vacuum or underwater environment for up to three days.

Given that and the description of Nogo, I just had to think it would be no change for those troopers of the Empire

Purple Patch
Group Admin

6880492
Well, maybe so, but in the words of Dusk Shine...

We haven’t even started on the things that want to eat you alive

Or Marg.

Bronycommander
Group Contributor

6880494
Okay. Still, those 2 troopers sound like the best equipped to enter Nogo. Interestingly is, if you don't mind about the Hazard trooper

According to section 7782.X.ST08 of the Imperial Stormtrooper Corps Field Manual, the Hazard stormtrooper helmet is equipped with a HUD that alerts the wearer if an atmospheric contaminant has penetrated the filters of their mask and thus poses a lethal threat. Although nothing atypical is generally considered able to penetrate the suit's sealed environment, it was nonetheless mandated that, should any unusual smells or tastes infiltrated the suit somehow, they adhere to the following procedure, which is to stop breathing and close their mouths and eyes, then close the helmet filters manually, and then hold down the helmet purge valve and sharply exhale to clear the helmet environment. Afterwards, they are to alert their squad via one of three alarms, either a squad-only comlink alarm via three short comm bursts, a gestural alarm via extending their arm overhead with clenched fist, and then bend their arm 90 degrees at their elbow, or percussive alarm, which is three raps in close succession, armor on armor by knocking forearms together. If the armor's electronics were still functional, the potentially infected hazard stormtrooper is to initiate an emergency contaminant flush and antibiotic injections. Afterwards, they are to resume their mission, and then upon return to their base of operations, they are to report directly to quarantine for examination by the base's medical droids.

Purple Patch
Group Admin

6880496
A bit complex for me.:applejackconfused:

Bronycommander
Group Contributor

6880500
Yeah, but they really do sound like they equipped to take on Nogo

Purple Patch
Group Admin

6880502
Not sure. I mean even if their guns were enough to bring down the more formidable predators, the animals of Nogo still have the element of surprise, can attack from basically anywhere, and for many of them, armour wouldn't be a problem. Most teeth and claws on Nogo can punch through it or crush it, that's if they have their own ways around it.
There's also one disease the suits wouldn't protect them from, bubble-brain. Mostly because it's, theoretically, a magical illness that can infect you simply by being in the wrong place at the wrong time. And if you were wearing your helmet, you wouldn't notice until someone showed signs of fatigue then started giggling.
I mean, the EVO and Hazard troopers could make it through the shore and the first layer of the jungle (They'd still take casualties) but further in, their chances just get worse and worse.
And the ruins are home to horrors no amount of technology can thwart.

Bronycommander
Group Contributor

6880511
I see. Sounds kinda like Fleucia, thought the Evo troopers had little trouble there. Anyway, I am just theoretical, in praxis, it's always different

Bronycommander
Group Contributor

6880513
Yes. Thought force uses are a different think

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