Yes, finally - a new chapter. Apologies for taking so long, but I'm sure I don't have to tell you how treacherous and random real life can be... the Quake 3 chapter was particularly interesting to write due to the unusual nature of Quake 3's lore (if we can even call it this way), which mixes elements from several other id Software universes, as well as some original new ideas.

See for yourself...


Chapter 3.1

Quake III Arena

Introduction

A treatise by Brother Lixiao of the Auroran Monastic Order

The topic of the Arena Eternal and its mysterious Arena Masters is as controversial as it is vague. The only reason it even exists as a topic, and is not dismissed as yet another weird myth from the pre-colonization era, is its appearance in numerous unrelated mythologies and folklore, both human and alien. My brothers think me mad for even trying to dig into this mystery, yet I feel that important answers about the universe and our place in it could be revealed from this matter. In fact, these mysteries may even transcend the boundaries of our own reality and involve other dimensions, as the Arena is said to exist above and beyond our understanding of time and space. Expectedly, there is no single view of what the Arena is supposed to be and how it could be studied, if it is even possible for it to be studied. The only thing we know for sure is that it was mentioned in ancient Sumerian tablets on Earth, but also in the apocrypha of several alien civilizations, including the dreaded Sorg.

In my research, I came across many potential sources, but had to select the most reliable ones – a difficult task, considering the obscure subject matter. As I sat down to begin my work, I had decided to primarily rely on two major sources – one from a human author ("Codex Meliorus" by Cardinal Copia – a medieval clergyman that was excommunicated for the alleged practice of black magic) and one of alien origin ("Beyond the Veil" by So'Arain – a peculiar Sirian mystic). Of all the texts I went through, and there were so many of them that my eyes were sore for a month, these two appeared most coherent and least like the ramblings of a madman. Together, these two manuscripts formed a fairly detailed description of the Arena and its inner workings. I cannot yet fully verify any of the information, but it will have to do for the time being.


The Vadrigar and their Arena

It is difficult to accurately say what the Arena is, so perhaps we should start with what it is not. The Arena Eternal is not a specific place that you can describe with any kind of coordinates. It is not located anywhere, as it is not contained within any defined universe. It is not a place that obeys the laws of physics or the flow of time. It is not a coherent location, but is assembled from disparate parts, ranging from planet-like terrain to an infinite void. It is not a place with a clearly defined entrance and exit – it is unclear how one gets in, and if it is even possible to ever get out.

So what IS the Arena Eternal then? Think of it as a pocket dimension of sorts, a self-contained mini-universe where all rules and natural laws bend to its creators' whims. Some have even compared it to an elaborate simulation, a virtual reality that one's body and mind become fully immersed into. Simulated or real, one thing is certain about the Arena – it is a place of perpetual and merciless battle among its inhabitants. Whether joining them is a supreme honor or a most terrible fate is a matter of perspective. These warriors, or gladiators, are picked throughout many different universes and epochs by the mysterious Arena Masters and brought into the Arena, at which point they become intrinsically tied to its laws and rules. A hierarchy supposedly exists, with advancing tiers of gladiators, in accordance to their skill, ferocity and success in battle. It is unknown if anyone was ever set free from being a gladiator, though it is claimed that dethroning the current Arena Champion would cause them to ascend into a higher state of being, with the same reward awaiting the new Champion, if they are ever defeated by a new challenger in honorable combat.

The aforementioned ascension could mean becoming one of the elusive Arena Masters, also known as the Vadrigar. There is very little to be known about them, beside their love for battle and carnage, which is the reason they built the Arena Eternal, to sate their hunger for fierce combat among worthy warriors. The Arena's creation suggests that the Vadrigar possess unfathomable powers and/or technologies, which defy the boundaries of time and space. Depending on the source, Vadrigar may be described as either supremely wise and honorable, or unspeakably evil and malevolent – "angels to some, demons to others." The Vadrigar pick their gladiators from many eras and civilizations across the Multiverse, though they seem to somewhat favor humans, possibly due to our warlike nature. I am not sure if we should feel flattered or ashamed because of this...

Due to the Vadrigars' mastery of the Arena's reality, they are capable of crafting any kind of weapons, equipment, powerups, traps, and environments imaginable. If an ordinary arena looks like an enclosure covered with packed mud, a zone within the Arena Eternal can easily look like a series of floating islands above a lake of boiling lava, which is suspended within an infinite black void. The only limit is the Vadrigars' own imagination, and it is said to be quite vast.

As mentioned earlier, the Arena has a quasi-hierarchical structure of Tiers, each of which reflects a different level of warrior - from the least experienced "rough gemstones" all the way up to the deadliest masters of combat, and finally - the topmost Tier, whose sole occupant is the supreme Arena Champion, awaiting challengers. As a fighter's skills improve, they are promoted and move upwards in the Tiers, with the chance to eventually reach the pinnacle and grant the Champion their much-desired salvation.


Tier 0 – Introduction

As a new gladiator is abducted across time and space, to serve the Vadrigars' twisted desires, they find themselves in a small section of the Arena Eternal that acts as a "filter." It is intended to weed out the unfit and prohibit entry to those who would be unable (or unwilling) to engage in the glorious battle in the Arena. The battleground itself is small and looks like a slightly modified deep-space communications relay, most likely of human manufacture. One notable difference is the addition of a safe room where a newly arrived gladiator can grab some basic equipment, receive a few bits of advice, and come to terms with the sudden change in their fortune. Those who win would be granted passage into the actual Tiers of the Arena, starting as a Trainee. As for those who fail – their fate is unclear. They could be returned to where they were abducted after a memory wipe... or condemned to oblivion in the infinite void. Both options are equally possible.

Tier Lord: Crash

She was once the military instructor of the famous warrior known as "the Doom Marine." Many other space marines grew under her tutelage, though most of them perished in the numerous wars with the forces of Hell. Now her task is to evaluate new gladiator recruits and determine who is worthy of further combat, and who is to be discarded as useless biomass. She is very good at her job and the Vadrigar trust her verdict. Though she offers the new recruits a light combat practice, making her angry could bring out her deadly side.


Tier 1: Trainee

The gladiators abducted by the Vadrigar come from many different backgrounds and have a great variety of combat skills and talents. The Arena Eternal, however, requires a specific mindset and abilities for one to be able to survive and win, and learning them is the purpose of this low Tier. The battlegrounds are generally smaller and simpler; the opponents are slower and weaker – this allows the new recruit to learn the pros and cons of every weapon and powerup, getting used to the pace of Arena combat.

The Tier has a mixture of visual styles taken from different eras and dimensions, to emphasize the disparate nature of the gladiator trainees that enter it to become stronger and more cunning.

Tier Lord: Sarge

This brutal and unforgiving drill sergeant has proven to be the best pick for the final judge of trainees and the greatest obstacle before the weak and cowardly. Unlike Crash, Sarge does not believe in holding back or being lenient with the newbies – he always unleashes the full extent of his combat expertise and fury upon his opponents, teaching his lessons through pain. Those who are able to overcome this cruel instructor are deemed worthy of advancement towards the status of Skilled.

Tier 1 Arenas

Arena Gate: A gladiator's first real battleground is the grand entrance section of an ancient temple from a long-lost world, which once had the misfortune of a summoning ritual gone wrong, resulting in a huge demon trapped within the building, which devoured most of the acolytes. A lovingly crafted homage to this incident adorns the back end of the arena, in the shape of a giant gaping maw. The only inhabitant of this cursed placed is Ranger, a lost dimensional explorer who is struggling to remember who he was and what the way back home could be.

House of Pain: A demonic shrine from the Elder Worlds was easy to convert into a small arena. It features a small ceremonial chamber, a larger gathering hall with an unholy pool, and a small yard. Despite its small size, it is inhabited by immense dark powers, as well as a deranged space marine who is always seeking for new victims to unleash his wrath upon.

Arena of Death: An out post of Hell, this small fort once housed demonic troops as they deployed to other dimensions that they invaded. Now it has become a battleground under an angry crimson sky, inhabited by two peculiar outcasts who thirst for new opponents to overcome, in the rare moments when they aren't busy fighting each other. The fortified central area will offer little protection once the fight intensifies.

Power Station 0218: One of many automated power production and distribution facilities on the heavily-polluted Earth of the future, Station 0218 had a particular infamy as the site of illegal fights between city gangs, soldiers on leave, or even misguided youths trying to prove themselves to their peers. This spontaneous and authentic fighting spirit was recognized by the Vadrigar and they made this place the dwelling of the merciless Sarge, who puts the mettle of new gladiators to the test in the harshest way imaginable.


Tier 2: Skilled

After a fighter gradually learns what they need to know about the Arena and the way it functions, the next challenge is to apply these skills and knowledge in the proper situations, combine them as necessary, and begin to improvise. This is the lesson of Tier 2. No one is a rookie anymore, so battles become more dynamic and brutal. The environment also features more hazards and a better variety of weapons.

The Tier's overall aesthetic and visual identity appears to be based on Earth's early Expansion Era – the time when humanity first reached for the stars and began colonizing other solar systems, still eager for discovery and unaware of the dangers that lurked in the great beyond. The Vadrigar probably chose this era as it symbolizes both a degree of innocence, as well as a powerful desire for growth.

Tier Lord: Hunter

At the end of the road of "Skilled" awaits a cunning and relentless opponent, whose goal is to make sure a gladiator has not just mechanically memorized a bunch of skills, but is able to use them naturally, as if they were inseparable parts of their minds and bodies. Hunter is a self-taught warrior who fully appreciates the value of improvisation and adaptability. Managing to outsmart her, will permit a gladiator to proceed towards glorious Combat.

Tier 2 Arenas

Place of Many Deaths: As human colonists claimed new territories – asteroids, planetoids, and all sorts of other lifeless rocks in space – they built numerous modular atmosphere processing stations. This particular one shows signs of Sorg infestation as well, though the organic growth does not interfere with its operation, yet. The automated facility has now become the arena of violent struggle for domination.

The Forgotten Place: While humanity was starting to spread among the stars, many regions of its homeworld fell to lawlessness and anarchy. One abandoned facility in the western badlands was particularly infamous as a gathering place for ruthless gangs and highway marauders – a place where they assembled not just to plan and prepare for their raids, but also to settle their disputes through savage combat.

The Camping Grounds: The initial naïve enthusiasm of early colonizers was quickly cooled down once they realized how many threats lurked in the dark depths of outer space, especially the inhuman Sorg. The obvious answer was to build fortifications and other military installations on the claimed planets. This place is one such fort, once serving as the first line of defense for a medium-sized city in the Sirian system.

The Proving Grounds: The Temple of the New Dawn was built upon the surface of Aurora – the first planet outside Earth's solar system to be colonized by humans, and also the first one whose environment was somewhat hospitable (and not instantly lethal). The edifice was a combination of Gothic-like hallways and massive machinery, serving as a testament to the long and arduous path that humanity had walked to earn its spot among the stars. These once sacred halls are now stalked by the cunning Hunter, who will test aspiring gladiators' skill and resolve.


Tier 3: Combat

Having grown into fully-fledged gladiators, the Arena's inhabitants are fully aware how to wield all weapons and handle any tactics an enemy could use against them. This is not enough for the Vadrigar, however – they expect something more than mere good performance. They expect their gladiators to fight with passion and delight, to savor the carnage and destruction they inflict. This is the ultimate lesson of Tier 3 – it stimulates combatants to yearn for victory, actively seek out conflict, and derive a twisted pleasure from every frag they score.

Quite fittingly, the Tier's appearance is based on the architecture and aesthetics of the Elder Worlds – the strange alien dimensions known for their great decadence and malice. The advent of Slipgate technology set humanity on a collision course with these dangerous ancient realms, resulting in several bloody inter-dimensional conflicts. These should serve as an inspiration to the gladiators, as they embark upon their next battle.

Tier Lord: Klesk

The bizarre alien mystic known as Klesk has elevated the ecstasy of battle into a religion, and he always fights with the utmost devotion. To Klesk, victory in combat is not just a goal, but a sacrament, a holy purpose to be pursued with no regard for his personal safety. Meditating above what appears to be a gateway to Hell itself, he waits for challengers, whose zeal can match his own, so that they can prove themselves worthy of the title of Warrior.

Tier 3 Arenas

Temple of Retribution: An ancient temple devoted to the gods of vengeance and war, this was the hallowed ground where the ruthless warriors, in one of the Elder Worlds, gathered to hone their skills and rekindle their bloodlust. The structure features various hallways, as well as a concealed dungeon for the unworthy to wither away in. A lava pit is fed with human sacrifices, so that the Elder Gods would grant their dark blessings to the warriors who pledged their swords to their cause.

Brimstone Abbey: As the decadence and corruption grew, demon worship became increasingly common throughout the Elder Worlds. The most potent demonic shrines were the ones that had been built upon former temples of the Light, which had been tainted and desecrated. One such place is the Brimstone Abbey, its original name long-forgotten, its once sacred chambers now filled with the stench of burnt sacrifices and dark sorcery. Despite its corruption, the Abbey may still aid gladiators with the occasional powerup or weapon, if they are faithful enough.

Hero's Keep: Plunder, bloodshed and glory! These were the promises to the bold adventurers who came to this fortress to train, gear up, and head off into the unknown. Though they often thought of themselves as "heroes," these fighters usually pursued rather selfish goals and employed ruthless methods to achieve them. The Keep is saturated with this aggressive spirit, and it shall inspire the gladiators to fight for their own fortune and glory.

Hell's Gate: Two unusual shrines were built on the opposing shores of a deep pit, which has long been rumored to lead down into Hell itself. And perhaps it really does... The deranged clerics, who used to inhabit this place, believed that sitting in the middle of the narrow bridge that connected the two sides, and surviving for a whole night without succumbing to the vile fumes coming from below (and tumbling down into the pit) would grant one a profound enlightenment, not achievable though any other means. The alien mystic Klesk inhabits this place now, and he is said to have achieved this enlightenment, and that he keeps meditating on the bridge every night. What he has gleaned from these spiritual journeys remains a mystery to all, even those who are strong enough to best him...


Tier 4: Warrior

As the deadly fighters hone their skills to a fine edge and relish the sweet taste of victory, they are ready to take one more step towards becoming true legend of the Arena Eternal – developing their own unique style, to stand out among their foes. This distinctiveness includes having their own combat tactics, weapon preferences, favorite arenas, and so on. Some gladiators are even known to pick a "nemesis" among their opponents, so that they could develop a deadly rivalry with them – all for the sake of pleasing the Vadrigar and sating their desire for dramatic combat.

The Tier's visual identity and feel are inspired by the Strogg war – one of humanity's darkest hours that nearly led to its extinction. Cold metal corridors, massive machinery, and pools of toxic fluids await the warriors as they clash with each other. Some environments are based on locations from the war itself, while others – on its aftermath. It is a feast of technology, in stark contrast with the anti-tech hysteria and the bans on cybernetics or AI research that existed on Earth for a while after the war's conclusion.

Tier Lord: Anarki

A Tier devoted to developing a unique personal style is fittingly ruled over by the markedly anomalous Anarki – a cyberpunk known for his highly-illegal implants (which even include Strogg components, according to rumors), unorthodox combat style, and generally unpredictable nature. Not only does this cyberpunk fight dirty, he also utilizes his high-tech lair's verticality to further confuse his prey. The ability to overcome this frustrating opponent grants the victorious gladiator the coveted rank of Veteran.

Tier 4 Arenas

The Nameless Place: A small space station orbiting Stroggos was once the site of a brief but deadly skirmish between its cybernetic occupants and the invading human marines. Once it was cleared out, it was abandoned and forgotten, just another hunk of metal orbiting the Strogg's desolate homeworld. The distant sounds of combat and pain still echo though its cold corridors, though, and this place has become another cruel Arena. A unique feature of its construction is the repair beam, which can fix a combatant's armor.

Deva Station: During their brief occupation of Earth, the Strogg took over numerous industrial facilities and subverted their technology, to better suit their needs. One such facility was under Strogg control for a long time and served as a staging area for many deadly attacks against the Global Defense Forces. When the marines finally breached the area and cleared it, they discovered numerous Strogg modifications in its structure, including a sealed vault protected by automated grenade launchers, activated whenever they detected an intruder. Now, this area has become one of the large and more complex arenas of the Vadrigar, and its hallways echo with countless explosions and screams.

The Dreadwerkz: The Space Marine Corps has any objectives on the surface of Stroggos during the second invasion of the planet. One of the tougher ones was a munitions factory, which the Strogg defended fiercely. The marines dubbed it "the Dreadwerkz" due to all the horrors they experienced while fighting to claim it. The metallic corridors and underwater tunnels have become a worthy arena, and the final resting place of many gladiators' dreams of glory.

Vertical Vengeance: In the first few decades after the end of the Strogg war, anti-cybernetic sentiments were strong on Earth and its colonies. Cyberpunks, however, would find remote and hidden places where they could gather and engage in their shady activities, which often involved the use of cyber-implants and Strogg drugs. One such place was a former communications relay tower, which was claimed by a particularly ruthless gang and their leader, the infamous Anarki. His hi-tech lair conceals many dangers, but is also a Warrior's ultimate proving ground.


Tier 5: Veteran

The Vadrigar's gladiators are molded into relentless killing machines, and yet some traces of their old morality or conscience remain in the depths of their scarred minds. Such mortal restraints are intolerable to the Vadrigar, and this fearsome Tier is designed to snuff them out permanently. Compassion, mercy, hesitation, pity, forgiveness – they must all be erased for the sake of the Arena Masters' twisted entertainment, only to be replaced with calculated cruelty and the willingness to achieve victory at any cost.

The Tier is based on the horrendous exo-dimension, known to mortals as Hell. Humanity has long fought to resist the dark influence of this realm of pure evil, and some versions of the human homeworld throughout the myriad alternate dimensions have even encountered demonkind in a full-blown invasion – a conflict known as "Hell on Earth." The realm's depraved nature perfectly reflects the philosophy and lessons of Tier 5.

Tier Lord: Uriel

The infernal Veteran Tier is ruled by an exodimensional being that inspires pure horror into its victims. Uriel, long-rumored to be a fallen angel from one of the Upper Planes, is incapable of any restraint and fights with unholy fervor within his supernatural arena, which is shrouded in a thick foul-smelling mist. A gladiator who manages to overcome their fear and outwit Uriel on his home turf would be elevated to the status of Master.

Tier 5 Arenas

Lost World: The Pit of Kal'saikarron is a genuine piece of Hell, dripping with corruption and a sense of pure dread. Several demonic shrines and crypts surround a deep lava pit, and numerous shortcuts can help a cunning gladiator outsmart their enemies. There is something unnatural about this place, and some sections of wall and ceiling even appear to be alive and breathing, as if waiting for a warrior to fall and feed them...

Grim Dungeons: The origins and purpose of this complex of crypts is not quite clear, though it was likely a place of great torment and despair for the hapless souls who found themselves in the demons' clutches. The dungeons offer many ambush spots and heavy weaponry for those willing to brave the pit of final punishment. The open courtyard above contrasts nicely with the tunnels below.

Demon Keep: The Fortress of Dru'agath was one of the many staging areas for the demonic armies during the great invasion of the mortal realm, known as "Hell on Earth." Here the fiends prepared for battle and marched into the great gateways. Though the invasion ultimately failed, the Demon Keep remained one of Hell's greatest bastions. It has new masters now, and their fighting is just as fierce as the previous hosts.

Fatal Instinct: Not even the Vadrigar fully understand what this forsaken corner of Hell could be. It looks like a long-dead garden choked by an eldritch fog that cannot be cleared away by any means, and carries the unmistakable stench of evil. This cursed place is Uriel's lair, and the dreaded being is the final judge of which gladiator is worthy of achieving the rank of Master, and who isn't. Victory here is only possible by overcoming one's deepest primal fears.


Tier 6: Master

Having overcome all prior challenges, the battle-hardened gladiators step into a territory unlike any other. There are no more lessons to learn – all that's left is the ecstasy of battle and exhilaration of victory. The Master Tier is the place where all the endured pain and acquired scars from the previous five tiers are rewarded with the ultimate fighting experience against the best that have ever walked upon the Arena. To be elevated to this level is to truly be recognized as one of the Vadrigar's chosen.

The Master Tier's visual theme is unique – a series of pristine platforms suspended in an infinite void. The setting serves as a symbol of the purity of combat and the perfection shaped through the harsh lessons of the Arena's previous tiers. The void may be deadly, but also fair – it gives neither advantage, nor disadvantage in combat, and it devours all that fall into it equally, regardless of whether they are champions or weaklings.

Arena Lord: (undefined)

Such is the dominance of all the gladiators that inhabit the Master Tier, that none of them could be distinguished as clearly superior to their peers, even though each of them probably believes they are the best. Therefore, those that seek to ascend further must face multiple opponents in combat, in accordance with the Tier's philosophy of purity and the equal standing of all mortals in the eye of the eternal void. Once one of the Tier's inhabitants proves they are better than the rest, they would be allowed to take the final step and cross over into the domain of the Elite.

Tier 6 Arenas

Bouncy Map: This shining platform floating in the infinite darkness appears to be based on the shape and structure of a celestial ship - peculiar space vehicles used by the Sky Chasers of Baragad IV. The arena offers combat both in the tunnels below the "deck," and on the upper platform as well, under the blackness of the void. Supernatural illumination ensures there are no shadows within the area, though, so gladiators will have no places to hide.

The Longest Yard: An ancient sacred ground on the planet Ollana Prime once hosted annual tournaments, where the tribes' greatest champions could measure their skill and willpower in a fair contest. The Vadrigar recognized the honor behind this tradition and built an arena shaped like the tournament ground. One small exception, though, is that the areas that were covered with water in the original, are chasms plunging straight into the void, in the Arena Eternal. Even the best gladiator could be defeated by an unfortunate misstep.

Space Chamber: Somewhere in the obsidian deserts of the desolate planet of Acrisia once stood a strange temple of immense size. Its origin and purpose has remained a mystery, even to the Vadrigar, yet they admired its design to the point where it was adapted as an arena in the Master Tier. The temple has a number of treacherous walkways, and the gaping maw of the void below doesn't make things any easier...

Apocalypse Void: Somewhere, in yet another nameless corner of the void, is a structure of platforms, precariously perched on seemingly delicate metal towers. This arena was initially intended to determine the Lord of the Master Tier, yet the gladiators who reached it proved to be way too evenly matched. So they keep fighting on and on. Perhaps a newcomer could break the stalemate and finally crown a champion.


Tier 7: Elite

In the deepest reaches of the void, in a place so profoundly quiet that every heartbeat sounds like a gunshot, and where the air is so still that every breath is like a gale, lies the final arena. Or, perhaps, it was the first one to be created, and the rest of the Arena Eternal grew from this origin point. The seventh Tier is the innermost sanctum, the holiest of all holy places, the battleground where Supreme Champions are crowned. To inhabit this place is an honor beyond mortal comprehension. To be elevated beyond it, and transcend the Arena itself, is a mystery that is not meant for mortal minds.

Arena Lord & Supreme Champion: Xaero

Very little is known about Xaero and his history. He appears to be a mystic of some kind, yet one who has embraced cybernetic augmentation. His combat skills are perfectly measured and fluid – like a lethal dance. He is not just a Supreme Champion of the Arena Eternal; he has seemingly become one with it and acts as its living extension. Should he be defeated in honorable combat, the new victor will take his place in the seventh Tier as the new Champion, while Xaero will ascend... and possibly join, at long last, the Arena Masters as an equal.

Tier 7 Arenas

The Very End of You: In the very eye of the storm that is the Arena Eternal lies the most sacred battleground, and its most remarkable trait is its simplicity. Two platforms, one for each contender, fully divided by the impartial void. Floating above the center – a temptation protected by an obvious deathtrap. There is no room for hesitation or regret – all that is left is the purity of combat and the desire to win. The Vadrigar are watching.