Chapter 3.2
Quake III: Team Arena
For eons, the Vadrigar perfected and relished the art of solo combat. However, something is changing. A shift has occurred in the Arena Masters' philosophy, and it pushes the sacred battle of the Arena Eternal towards team combat and team-based challenges. How and why this happened, no one knows. What is known is that a new region of the Arena dimension was built and it is just as vast and deadly as the seven Tiers of the initial battleground. This new Team Arena is not divided into Tiers, but rather into several regions based on their theme and combat mechanics. One region features smaller arenas, while another – vast outdoor fields where entire armies could clash. There is no shortage of variety, and the addition of new weapons and powerups promises an amazing spectacle of fragging and glory.
This new Arena isn't simply open to all the solo gladiators who have bled and died in the Tiers for centuries. The Vadrigar wished to witness true team spirit, and have therefore formed five clans of warriors who fight together like a fine-tuned machine. The members of each clan may seem different, yet they share common beliefs, techniques, goals, and origins, which further enhances their unity in the face of the enemy. To understand a clan's philosophy is to know their strengths and weaknesses.
The Crusaders: All gladiators in the Arena share a single-minded devotion to battle and the pleasing of the Vadrigar, yet none come even close to the selflessness and fanaticism of the Crusaders. This clan doesn't merely admire the Arena Masters, it worships them as gods. The Crusaders treat the Vadrigar as the ultimate paragon, the highest aspiration, the pinnacle of all enlightenment. The clan's ultimate goal is to prove themselves in the Team Arena, to the point where they would be admitted into the innermost circle... and perhaps even ascend to become Vadrigar themselves. To achieve this goal, they would crush anyone who stands in the way of their beliefs and ambitions - without mercy or hesitation. They act like preachers, with every battle being a sacrament, and every weapon – a tool of fiery baptism. To face the Crusaders means to bang one's head against an unrelenting wall of sheer willpower and conviction.
The Strogg: Once a feared enemy that devoured entire civilizations like locusts, until they messed with the wrong planet – that small blue world known as "Earth." Though most of this race was wiped out after their ill-fated war with the humans, several elite warriors survived, mostly thanks to their greater degree of independence from the defunct Strogg Nexus. Though they may well be the last of their kind, these Strogg retain all of the tenacity and ferocity their race is known for. The Vadrigar recognize and cherish these qualities, and so the Strogg now fight eagerly for their new masters, as they see in them an opportunity for a second chance. They are convinced that the Arena Masters have the power to interfere with the flow of time and send them back, giving them a chance to change the outcome of the Strogg-Earth war, saving their race from extinction. Whether the Vadrigar possess such powers remains unknown, and so the Strogg keep claiming new victories, in order to find out. To face the Strogg means to meet a brutal and fearless opponent that does not know the meaning of retreat.
The Pagans: Renegades, misfits, heretics, and contrarians – these are the common features of the Pagans, a clan of warriors united by their unorthodox beliefs and ways. Outcasts in their original homeworlds and timelines, these gladiators have found a place where they are not only accepted, but celebrated for their distinctiveness and strength. The Pagans now fight not only to defend their right to live and fight in accordance with their convictions, but to prove the superiority of their ways over the other clans'. They see this as a kind of vindication after all the oppression they had faced in the past, a way to get some much-desired payback. It may seem that their disparate methods could cause discord, and yet they fight together quite smoothly and are a genuine threat to the other four clans. To face the Pagans means to contend with a cunning and treacherous foe, which can easily snatch victory when underestimated.
The Intruders: Speed, accuracy, efficiency – these are the core tenets of the Intruders, a clan that often seems to be the most "professional" among the rest. Comprised of mercenaries, elite warriors, bounty hunters, and adventurers of various races, the Intruders are a clan that flaunts the superiority of their skill and expertise in combat. They wage their war in the Team Arena not to pursue some greater goal, or prove the superiority of their beliefs, or even to gain power. They only wish to demonstrate their skills and achieve supreme victory, a flawless battle that flows like a dance of perfectly executed movements. They enter every fight with the expectation that the other clans would fear their abilities, and perhaps even envy them a little. To face the Intruders means to fight against a meticulous and calculating opponent, who doesn't make mistakes.
The Fallen: Former minions, who have been left without a master, have very few options for their continued existence. They used to serve all sorts of cruel superiors: demon lords, alien emperors, corrupt machine intelligences, Serpent Riders, and many others... until they fell to the might of heroes, and left a void in the lives of these dark servants. With nowhere left to go, these Fallen found the prospect of fighting in the Arena Eternal to be the only worthy option, and accepted the Vadrigars' offer without hesitation. Now, these former lieutenants and elite enforcers of long-forgotten villains, have a new purpose and mission – not just to win battles, and not just to please their new patrons, but also to prove they have the strength and cunning to become masters in their own right, and, at long last, command minions of their own. They have followed orders long enough – now the Fallen are ready to impose their will upon others, and punish those who defy them. To face the Fallen means to fight a cruel and sinister foe, willing to go to extremes in the pursuit of their goals.
Tournament Arenas
Although the new Arena domain is strongly focused on team-based fighting, the Vadrigar have not abandoned their old favorite sport, individual battle. They have "recruited" two additional deadly gladiators and built a few new wicked arenas for free-for-all combat, which are open for old and new fighters alike.
The House of Decay: Deep under the foundations of the long-forgotten castle Hollehammer lies a labyrinth of crypts that were once used for hideous experiments by one of the castle's past occupants. Though this place has been abandoned for ages, the walls are still saturated with the blood of countless victims, the hallways still echo with their moans, and the air is still thick with anguish. It is within this twisted place that Fritzkrieg, a recent addition to the Arena Eternal, has found his new home. He now stalks these cursed corridors, feeling quite at home, and looking for new opponents to overcome.
Death Factory: The food factory was one of humanity's most important technological breakthroughs during the early Expansion Era. Its produce often was bland in taste and with a texture resembling mashed wet paper, yet it provided the necessary nourishment for the ever-growing colonies among the stars. The Vadrigar have a particular taste for industrial environments and adopted one such facility as one of their new arenas, turning it into a place that can only produce pain. The hi-tech warrior known as Pi fits quite well in this metallic Hell, and would gladly hunt down anyone who dares enter her domain.
Temple of Pain: Many ruins of long-forgotten shrines can be found among the shattered borderlands of the Elder Worlds, and most of them barely deserve any attention. One particular temple, however, was often visited by many kinds of warriors, as they sought to invoke the blessings of deities that had long fallen into a death-like slumber within the Void. They believed it granted them victory in battle and kept bringing offerings to the dark sanctuary, which eventually caught the attention of the Vadrigar. They have always appreciated such unholy traditions, and adopted this arena into their realm, entrusting Janet to watch over it. Normally a team fighter, she possesses great zeal for individual combat and victory, which has distinguished her as a solo gladiator.
Evil Playground: There are many ancient arenas that the Vadrigar have looked upon for inspiration. One such place is the Battlepits of K'rarth – a series of underground combat zones, tunnels, mazes, and treacherous volcanic caverns, built for the cruel entertainment of the Supreme Sorcerers. The Vadrigar have adopted and recreated one specific battlefield from the depths of the subterranean complex, known as the Hall of Nebularon. The original architecture has mostly been preserved, the only major change being the lack of a ceiling, exposing a darkened sky above. This twisted playground is home to James – normally a Team gladiator, who has nevertheless exhibited some impressive solo combat skills to earn his place here.
Team Battle
The main section of the Team Arena consists of battlefields inspired by history, both ancient and more recent. These arenas recreate conflicts between two evenly matched groups that fought each other for reasons that ranged from the noble to the utterly preposterous. The five clans have an opportunity to not only face and dominate each other, but also to learn from the misfortunes of the past and honor the sacrifices of those who fell before them.
Base Siege: This is the introductory trial that every newly appointed Team Leader must pass. Based on the architecture of the numerous small human outposts constructed on various planets during the Expansion Era, these twin bases are simple yet sufficient to try out the basic tactics for offense and defense. The underground tunnels offer alternative ways in (or out) and the central courtyard can provide crucial supplies to the determined gladiator. By winning in this arena, the new Team Leader will have proven their worth and readiness to lead their clan to further victories in the larger (and deadlier) battlefields ahead.
Fallout Bunker 0225: Numerous bunkers like these were built around the time of the Third World War, yet they were not really used extensively until the Strogg invasion of Earth. Millions of horrified citizens were herded into these concrete tombs in order to escape death or stroggification. As food, water and other supplies started to run low, however, the increasingly desperate refugees began to polarize into factions and fight each other in order to claim the much-needed resources. Bunker 0225 became particularly infamous as the scene of horrific acts of violence and cannibalism erupting among the starving survivors... The dueling teams have now been given the dubious honor of recreating these tragic times, as they fight to defend their own shelter, hold the central courtyard and infiltrate the enemy's bunker.
Inner Sanctums: The Temple of the Emerald Wolf was one of the great wonders of the colony world of Typhon V. It was a major attraction for pilgrims and tourists alike, with hundreds of thousands of people flocking to it every year, brought by the promise of good fortune to all who have paid homage to this magnificent site. The only place that the common visitor could not see was the mysterious inner sanctum, which supposedly concealed a great and very valuable secret. This rumor has drawn the attention of numerous would-be looters, including Shikadi warriors, Sorg mercenaries and even Strogg infiltrators. The colony and the temple were abandoned after the infamous Spiker Insurrection, which caused a major disturbance in this sector of space. The Space Marines Corps have vowed to restore human control over the colony and keep skirmishing with the alien invaders to this day... The Vadrigar, on the other hand, have adopted the inner sanctum's design and mirrored it, so that two teams would fight each other in an attempt to breach the opponent's sanctuary while defending their own.
Scornforge: Sorg raiding parties were the greatest scourge to the first human colonists who braved the unknown reaches of space in search of reprieve from a war-torn Earth. The colony on the planet Aurora in the Tau Ceti system, the first to be established, came under frequent Sorg raids but also became known as the place where the reptiloids were turned back and beaten for the first time. The Space Marines recognized the strategic value of a deep fault in the planet's crust, which separated the human settlements from the reptiloid-controlled regions. It was there that they constructed a mighty fortress, which encompassed and defended both sides of the mile-deep trench. This bulwark served its purpose well, for it broke numerous enemy assaults and claimed the lives of many Sorg marauders. The Vadrigar hold a deep admiration for this site and its symbolism, thus adopting its architecture as one of their dreaded arenas. A few minor structural modifications were enough to enable gladiators to experience the noble spirit of a long-gone heroic age.
Teamwerkz: As human colonization claimed numerous habitable Earth-like planets, the space pioneers turned their eyes towards more hostile, yet promising worlds. Toxic atmospheres, caustic lakes, extreme temperatures and skin-flaying winds were severe obstacles to settlement, yet nothing impossible to cope with. Advanced terraforming technologies had become more accessible than ever and environment-altering facilities were soon built upon the hostile new worlds. Some harder cases required two such factories, facing each other, to work together in unison, in order to make the planets more habitable, though there were sometimes cases of rivalries and sabotage, as one facility owner would try to gain the upper hand and ultimately claim full proprietorship over the planet. These conflicts have inspired the Vadrigar to recreate a duo of opposing terraforming facilities, whose "crews" now face each other in a contest of cunning and ruthlessness.
Vortex Portal: Floating high above a scene of apocalyptic destruction is a series of space platforms. Unlike other similar arenas, however, they are far away from each other and not in direct line of sight. Travel between the two team platforms and the hotly contested "middle" neutral ground is done via wormhole-like portals that thrust gladiators through the deadly void. As the clans battle and dominate among the metal platforms, they always wonder - is the cataclysm in the background the future? Or perhaps one of many possible futures? Only the Vadrigar know for certain, yet they remain ever silent... and somewhere in the shadows, the name Apophis is uttered among the gladiators with dread and foreboding.
Capture Chamber: The Temple of Echoes is a mysterious ancient structure that was unexpectedly found on a small asteroid during the colonization of the Zeta Orionis system. Human explorers approached the long-forgotten shrine with a mixture of curiosity and superstitious dread, laying their eyes upon chambers that had not had any living and breathing visitors for uncounted centuries. The exact origins and purpose of this edifice remain a mystery to this day, and only the Vadrigar know the truth behind this sacred place. The Arena Masters have now claimed this place, modified it, and set it into a magnificent void. Now two teams, representing the ancient temple guardians, will clash in a contest of strength and brutality, in order to conquer the temple's secrets.
Assassin's Roost: Elder World incursions into our universe have occurred many times in the past, usually led by small groups of magi specialized in a particular school of the arcane. When two outposts are built close to each other, the opposition between the magical schools could sometimes escalate into open hostility. An enclave of fire casters was built opposite to the lair of frost weavers. Though their fighting was limited to threats and harsh language most of the time, incursions into the enemy's sanctum did happen at times, leading to unnecessary casualties. None of them could ever prevail and the only thing they succeeded at was wiping each other out. Now, gladiators revisit these once belligerent outposts, eager to reenact a bitter rivalry that went too far.
Turf Wars
The Vadrigar always seek new ways to escalate the conflict among the clans of the Team Arena, and have reached the conclusion that warriors feel most motivated to inflict mayhem and destruction when they fight over a prize. And what better prize than the privilege of claiming your own territory and a fortress for the clan to inhabit? These territorial battles take place over large expanses of land, specifically crafted for large-scale engagements and stocked with all the weapons and powerups available in the smaller arenas.
Overdose: The seemingly tranquil surface of an unspoiled planet is about to become a ravaged battlefield as two teams embark upon their first battle. Two mighty warrior clans once occupied two forts on the opposite ends of a sacred valley. Through ritual combat and honorable death, they celebrated the memory of those that had fallen before, and hailed the future triumphs of those that were yet to fall. It is said that each fort conceals underground chambers, where the walls are etched with the names of every single fighter that was slain in combat. The Vadrigar were impressed by this place and chose it to be the arena of the first large-scale conflict between their clans of gladiators, as they fight to earn the right to keep a fort as their own outpost... until defeated by a better team.
Distant Screams: The frozen and lifeless planet of Leddena has long been an object of conquest, due to its rich mineral and ore deposits. A multitude of species, Empires and alliances had arrived here, eager to claim the planet's vast resources for themselves. All of them failed - succumbing to bitter infighting or the raids of other would-be prospectors. The most recent such visit was by two teams of Vorticons, who built two mining outposts. The attention of the vile Sorg was soon drawn to this operation, as they always preferred to plunder readily available resources, rather than mine them on their own. After several rotations of fighting and steadily increasing losses, the Vorticons realized that the mining operation had long outlived its usefulness, which led them to pack their gear and abandon the frigid planet for good. The mining camps they built still remain, now turned into the arena of gladiatorial battle by the dark whims of the Arena Masters.
Final Strike: Asteroid VLT-57 had existed within our solar system's Kuiper belt for millennia, without being noticed by anyone, until the Space Marine Corps eventually recognized its strategic value as a staging area. It served the human fleet well during the Expansion Era, when humanity fought several small wars against various alien powers. The asteroid's surface was fortified with several outposts and other defensive lines. When humanity found itself in the grasp of yet another meaningless civil war, it turned out that two of the closest outposts on VLT-57 were under the control of opposing factions. The ensuing fights cast a heavy shadow on the long history of honor and victories that had been associated with this place... The Vadrigar are looking for just this kind of location to include in their dreaded Arena. The teams shall now fight for the right to claim this staging ground for themselves.
Twisted Memories
Though the Team Arena is a later addition to the Vadrigar's domain, some isolated Capture the Flag arenas did exist during the days of individual combat. Battles in there were rare and their results were never a part of any permanent record, yet they managed to give the gladiators an early taste of team combat. The Vadrigar have not forgotten about these battlefields, and they have now been revamped and re-introduced in the new Team Arena, more hectic and deadlier than ever. The Clans now have the chance to take the fight to these venerable ancient domains and prove their worth where the solo fighters once bled and died.
Dueling Keeps 2: The Vadrigar's arenas are not always inspired by senseless and violent conflicts. Sometimes they also look towards honorable competitions and tournaments as the basis of their battlegrounds. One such instance was the annual tournament of the royal guards in the great city of Glyssom, located on one of the forgotten Elder Worlds. The Arena Masters meticulously copied the fortifications that the two opposing teams of guards used in their ritualistic battles, the only change being that the fights were made considerably bloodier and deadlier...
More Trouble: Based on the design of the demon-corrupted Brimstone Abbey, this arena imagines a conflict between two covens of Hellish priests who fight to establish the supremacy of their own dogmas. The original abbey structure has been enhanced with new tunnels, rooms and powerups, as well as a large water pool between the temples, to ensure an even more hectic battle.
Return to the Stronghold: When the world of Nexxon's ecosystem began to deteriorate due to terraforming failure, the wealthiest families among the noble class dug out luxurious underground hideouts to survive the crisis and try to reclaim the world once the extreme weather phenomena had ceased. It wasn't unusual for two or more clans to share the same underground facility and this was not usually a problem. One notable, and rather disturbing, exception was Stronghold 41 whose sub-areas housed two dynasties that had a minor rivalry between them. Isolation quickly escalated the otherwise harmless tension into a full-blown armed conflict, which ended in ruin for all participants. It now falls to the gladiator Clans to re-enact the arms race and eventual underground war in the updated and tweaked Stronghold complex.
Chaos in Space: Sometimes, the Vadrigar grow a little tired of elaborate arenas and yearn for something simple and unassuming. This revamped space battleground is precisely this – a set of open platforms with no place to hide. The enemy flag is in plain sight, but so is yours. Speed and accuracy will prevail over more complex strategies. And below all this awaits the infinite void, as deadly and impartial as it has always been...
