Arena Koncepts
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posted05/12/2004 03:43 AM (UTC)by
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Shadaloo
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04/18/2004 02:24 PM (UTC)
Don't know about you guys, but I've been thinking that since MK:DA went so in-depth with battle arena background information, and seeing how the arenas now play such a huge part in determining the fate of the fight this time through, now would be an ideal time to go back and explore the arenas whose purposes and info have always been a mystery to us. I've also been thinking up brand new arenas out of a mixture of boredom and inspiration. Here's my theory on one very familiar background, complete with weapons, layout, and hazards, and a BG of my own, replete with the same:


The Living Forest:

It is said that trees are in fact living creatures, producing the oxygen that the many races of Earth and Outworld need to survive. The Earthrealm denizens are familiar with the simple type of ecosystem that their own plants thrive in, as well as their simplistic production of oxygen. However, in Outworld, things are another matter entirely.

The bizarre form of ecosystem found in that realm has, over the aeons, created an entirely new form of life. The trees and plants that grow in a 600-acre stretch of Outworld have taken on an eerie, supernatural form of life of their own. Whether this is due to the content of the atmosphere, or of the soil in the surrounding area, is uncertain. Unlike Earthrealm's trees, which require merely sunlight and water to survive, the trees of the Living Forest are enshrouded in darkness, requiring no light, and are dependent on another form of sustenance entirely: The flesh of living creatures.

Earthrealm denizens are familiar with the 'venus flytrap', a carnivorous plant that draws in small insects with its attractive sweet scent. The Living Forest acts in a simliar manner, the leaves and branches secreting various replicated animal and insect pheromones in order to attract new prey from nearby lands. Dozens of varying specimens of life can be seen entering the forest on a daily basis, never to be seen again. Once inside the forest, the prey is entangled within a hopelessly inescapable mesh of vines and bramble located througout the forest where the brush is thickest. Once ensnared, escape is close to impossible, and in a matter of hours, the slow-moving vines gradually draw the prey into the earth to be broken down by the various toxins throughout the soil.

However, the greatest mystery of all remains: Many of the trees have human countenances, and the reasons for this, although heavily theorized, have never been proven. Although humans and Outworld citizens are well aware of the forest's dangers, and the pheromones which are used to ensnare prey, many still wander inside, never to be seen again. People have reported seeing the faces of those loved ones who have fallen prey to the forest appear on the trees, as well as reporting ghostly images of those same loved ones beckoning to follow them in. From this, a theory has arisen that the plantlife is mildly telepathic.

The principal theory behind this is that the trees absorb the countenances of those unfortunate enough to have been made food. Why this is with humanoid beings, and not with lesser animals, is unknown.

However, the most eerie feature of the forest is the fact that the trees are reputed to scream and moan. An inspection of one such tree that was cut down indicates a primitive form of vocal cord system composed of entwining roots. However, no brain or central nervous system has been located, leading to heated debate about the theories of telepathy.

Finally, a recent discovery shows a series of identical roots buried just below the soil's surface, the locations of which all appear to the same direction; the estimated center of the forest. This has sparked the hypothesis that the majority of the plantlife is controlled by some type of central intelligence located at the forest's epicenter. This remains a theory for now; none who have entered the farther reaches have emerged to tell the tale, and very few are willing to try.
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Shadaloo
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05/11/2004 05:16 AM (UTC)
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The Living Forest Arena:

Three layers, separated by a small drop of about twenty feet each.

Obstacles:
Small trees, which can be tipped over or destroyed, depending on their size.

Hanging vines, which can be sent sailing over to smack into an enemy.

Weapons:

Scythe: left by an unfortunate victim trying to cut his way through the underbrush.

Claymore: Located next to a feeding ground, highly damaging but very dangerous to acquire.


Minor Hazards:

Medium-sized trees: Located on the forest's second and first levels, their branches reach out to strangle or whip a player's character.


Deathtrap:

Feeding Grounds: Located in one spot on the second level, and throughout the third, composing the arena's walls. Any player knocked into these bushes will be immediately ensnared by vines and branches, and slowly pulled down into the soil, screaming all the way.
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05/11/2004 05:47 AM (UTC)
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Now, my own personal background:

The Locust Fields

Story:

Outworlders, like Humans, need food, and like us, they derive a great amount of sustenance from wheat-based products such as bread. It is obvious that they too, have a series of farms and plains where such granaryis harvested. But again, like us, they have a problem: Crop vermin.

In one of Outworld's northern farmlands, close to five years ago, an immense plain existed, wheat stretching out as far es the eyes could see. It was one of Outworld's few attractive sites, and despite the fact that they performed labor for Kahn's benefit, the captured Edenians that were forced into slavery here found the scenery better than most. What was more, the supply was plentiful, so none ever starved, unlike the cituations so familiar in the Emperor's cobalt mines. The Edenians worked well, and for the most part, were treated well by the guards stationed there, who also enjoyed the peace and tranquility presented by the environment.

That all changed on one day. A migrating swarm of omnivourous Hive Locusts, one of Outworld's most infuriatingly resilient of insectoid vermin, deviated from its migration course and came into view of the fields.

Disaster occurred. The swarm descended like an immense dark cloud, and instantly began to feed. The laborurers and guards fought a helpless battle against the quickly reproducing locusts that lasted for a full month, and finally retreated when their ranks had been thinned out too far by the swarm's flesh-eating tendencies.

For five years, the swarm has replicated and remained here, still in the proceess of consuming the grain. The entire area was decreed a hazard, off-limits to all, under the order of Shao Kahn. But with his fall, and the Dragon King's newfound reign, the fields have been reopened, and small numbers of his vast army have been charged with the task of eradicating the swarm, the King's intention being to reuse the land. All attempts are failing.


Description:

A lone round platform high above the surface of the soil is the battleground. It was from here that the Outworld guards supervised the work taking place below. More like it can be seen in the distance.

The surrounding atmopshere below is horrid. The swarm of locusts (and the occasional Rotfly), being low-flying creatures, is so thick that the ground below can no longer be seen from this height. All that is visible is a writhing, seething mass of grey.

The sky above is dark, almost midnight blue, every now and then a high-flying pest circles overhead. A large, sickly, glowing full orange moon shines in the sky, chasing away the small pink trails of dusk that lurk at the horizon.


The arena is composed of but one level, the round battelground.

Obstacles: none

Weapons:

Whip (2): For those rare occasions when the Outworld guards had to use discipline on the workers. Located near the centre, and close to the edge.

Hazards: As one moves closer to the edges, they are assaulted by several of the locusts that can fly at higher altitudes than the rest.

Deathtrap:

If one is unlucky enough to be ejected from the battleground, a sure death is all that awaits. The victim will be assaulted during free-fall by a moving stream of the swarm, his tissues in the process of being stripped from his body as he screams, and upon impacting with the ground, the corpse will be assaulted and stripped of its remaining flesh within seconds, leaving only a skeleton.
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05/12/2004 03:43 AM (UTC)
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Another one I've just thought up...

Sick City

Story:

There are, of course, popular centers for commerce and trade in any great civilization, and Outworld is no exception. However, under Shao Kahn's despotic reign, one in particular flourished. Its true name lost to the mists of time, it is now known commonly as what apparently started as an affectionate nickname: Sick City.

Outworlders the world around flock here to buy, sell, barter and exchange goods. Slavers, assassins, safeholders, prostitutes, information brokers, all can be found here. There is no service one cannot request, nothing that cannot be purchased, if one has the right amount of capital.

Description:

The battes begin in the town's square, where the rabble has gathered to watch, and gamble on the outcome. Some throw bottles and rotten fruits at their reviled fighter, in an attempt to encourge the winner.

Characters can be knocked through nearby walls into adjacent buildings, one a brothel (where a group of hookers scatter once their idle chatter has been interrupted), another a torture chamber, with a great pit of spikes whirling below.

Obstacles: Name it. Towers, pillars, fleeing citizens, there's a lot to get in your way here.

Weapons:

Strewn all about this imense arena are weapons of all variety. Whips, hammers, and thoraxes abond, if you know where to look (behind a weapons vendor's stand, etc.

Hazards: Certain onlookers will throw rocks and glass at your fighter if you get too close to them.

Deathtrap:

If knocked into the torture chamber, death is certain for any who should be send screaming into the spiked pit in the center of the room.
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