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December 2019 Dutemps Tower I AM GOING UNDER THE SEA. I WILL BRING YOU A FISH. Aquaria considered what else to say, then added HAVE FUN AT THE ART GALLERY! It was only a day trip out to the art museum with the glass with her other friend, but Jessie had been looking forward to it and that was good. She didn't want to spoil her good time, so she added a note on the refrigerator that said CALL HELP IF I AM NOT BACK SOON. With her job done, Aquaria headed to the closet where she kept her armor. She climbed inside and throbbed with satisfaction as the space-metal closed around her, the warm liquid that emerged from every crevice inside immensely more satisfying than the cold, dry air of their apartment. She and Jessie had special windows that actually opened, something Eve had said was the "superhero" model and because sometimes the claustrophobia in this little dry space was terrifying. With her armor on, she hung her trident over her back and began climbing the sides of the building, up towards the castle. Was anyone home today? She certainly hoped so. December 2019 "Would Heroditus Stylianos please report to the headmaster's office? He is being picked up." The rather odd PA announcement seemed to make Heroditus' art teacher very worried, and right in the middle of watercolors no less. Heroditus had never actually heard that particular phrase said over the intercom before, at least not when it came to him. "Oh dear, oh dear, well, ah, Mr.Stylianos, we'll take care of everything," said Ms. Zinzendorf. She walked him to the door, a sympathetic expression on her face. "Don't worry about a thing."
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Guidebook Draft: Atlantean Techno-Magic
Dr Archeville posted a topic in The Lighthouse: Catchphrase!
ATLANTEAN TECHNOLOGY Ancient Atlantis possessed truly advanced technology, including energy weapons, force fields, and aircraft, among other things. However, this technology was made up of a combination of scientific principles, the alien science and technology of the Preservers, and Atlantean understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental and geomantic forces (some of which may have weakened the strata and geological stability of the island-nation). Some Atlantean technology survived the Sinking and the subsequent millennia immersed in icy salt water, and it has led to significant differences between what Atlanteans and surface people consider “technology”. In particular, while some of their weapons, vehicles, and even household elements may appear “high-tech,” Atlantean technology does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater). Instead, most Atlantean technology is powered by magical crystals drawing upon geomantic and elemental energies, recharged in orichalcum-lined sockets linked to ley-lines, or from the user's own personal stores of mystical energy. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector, actually a crystalline-based image generator, often with some telepathic components, rather than a video screen or camera. The nature of Atlantean mechano-mystical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted. Indeed, many are often family heirlooms maintained, repaired, and passed down through the generations, dating back to before the Sinking, patched together with whatever components were available. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics. (Picture sci fi stories from the 1920s-1950s, before transistors and integrated circuits.) USES AND LIMITS OF ATLANTEAN TECHNO-MAGIC Atlantean Technology/Techno-Magic is very good at effects that involve or manipulate the four "classical elements": air, earth (and metal), fire (and heat), and water (including cold). Fire itself is not often used, since that doesn't work underwater, but heat is. It is also very good at generating and manipulating light (and darkness) and sound, which are considered "lesser elements." Electricity & lightning are known, but rarely used, in part due to the problems in using it underwater, and in part because of ongoing debates on which element it should fall under. Plants can be manipulated indirectly, by manipulating the minerals and water around & within them. Many forms of Atlantean Tech have been developed that channel the power of Law/Order -- bonds or large mazes of mystic force, locking shapeshifters to one form, repairing/restoring broken items, sealing dimensional breaches -- developed to counter their Chaos-using Deep One enemies. And as Lemurian techno-mages have proven, similar devices can also be constructed to channel the powers of Chaos. Body-altering magics are rare. Their last widespread use was in altering survivors of the Sinking to be able to breathe water. Healing devices are available, which involve some restorative Law/Order magics, but are not nearly as common as they once were and so usually reserved for extreme cases. The techno-magical equivalent of bionics/cybernetics are possible, but rare, and usually done to replace & replicate the function of a lost body part, not to enhance or add new abilities. Some Atlantean athletes and soldiers use performance-enhancing potions or ointments, but they're viewed with disdain, not for any harmful side-effects but because they should be able to rely on their own skills and aptitudes. (Some Atlantean sorcerers engage in shapeshifting battles, but they're viewed as... weird.) The taboo against body-altering magics is largely born of anti-Deep One sentiment, fearing the polymorphic power of the Serpent Scepter, and the protean nature of their otherworldly masters. For similar reasons, and also out of respect to the Sirens, Mental effects are rare. Devices permitting telepathic communication -- between Atlanteans and other sapients, and Atlanteans and animals -- are common, as are illusions, though most are obviously illusions and so suitable only for entertainment or educational displays, not deceit. Emotion control is accepted, if tied to the elements (via the "four humours"), but mind reading and mind control -- even controlling non-sapient animals -- are deeply feared, and is something only those vile Lemurians would do. Order-focused artificers argue for being able to develop truth-compelling effects, to cut through the chaos of lies and deception; debates are still ongoing, though rumors persist of "secret police" who do employ such techniques. (In truth, Atlantean techno-magic is just as capable of generating and manipulating psionic energies as any other form of elemental energy, though this is not widely known.) Atlantean Tech is capable of teleportation across space, but only using large platforms connected to ley lines & only to teleport to other such platforms. Experiments with using charged crystals to power more mobile teleporters have met with limited success. (Dimensional and temporal travel are theoretically possible, but would require more complex calculations and even larger amounts of energy.) Flying vehicles are common, but wearable "flight packs" are still being worked on. Atlanteans were adept at creating magiconstructs -- automatons in humanoid or animal form, serving a variety of military and construction functions -- but the techniques to create them are long lost. Some Atlantean statues -- on the isle or in surface world museums -- are actually long-dormant colossi, their inner furnaces long depleted of fuel. Though Atlantean technology is as much magic as it is science, it is not used to invoke or entreat any mystic entities, even ones who are called on for elemental effects (like Abbridon, Ghorummaz, or Phoros), though Atlantean sorcerers can and regularly do. The reasons for this are twofold: they don't want to become beholden to any outside entity, and the Preserver tech components have trouble with specific mystical entities of such great power. Their techno-magic can be used to summon elemental beings, using large arcane patterns developed over millennia and altered based on what needs to be summoned, and an ample supply of elemental material to form the body, though whether these "spirit matrices" actually summon spirits from some other plane, or creates something like an A.I. molded by the user's subconscious, is a matter of some debate. Atlantean Techno-Magic is capable of necromantic effects -- manipulating both life force and energies from der Shattenwelt are within its capabilities -- but such devices are extremely rare. ATLANTEAN SUBSTANCES The ancient Atlanteans invented a unique metal alloy of copper, gold, mercury, and silver, called orichalcum, a hybrid creation of advanced metallurgy and alchemy. (Surface world metallurgists get confused and infuriated when examining it, because such an alloy should not be possible.) The secret of its creation was lost in the sinking of Atlantis, and likely would not be practical in an aquatic environment, but samples of the metal still exist, owing to its near-indestructible nature, and Atlantean “cold-forges” can reshape existing orichalcum to a degree. Orichalcum is a golden (or deep coppery) metal with Toughness 25 and immunity to damage from temperature extremes. (If put in a fire, when removed it won't be any hotter and can be safely handled with ungloved hands; if left in a snowbank, when removed it won't be any colder.) Also, despite being largely unaffected by magic -- magical energies pass through, flow around, or are absorbed into it -- it holds enchantments better than most any substance, making it ideal for crafting magical armor, weapons, vehicles, and other devices. Orichalcum weapons, armor, and tools are prized heirlooms among the Atlanteans (and their Utopian cousins). Atlantean mechano-mystics also recognize four distinct elemental substances, though these are so basic a component of their craft that they rarely bother describing them to anyone. Corusqua are incandescent blue crystals which contain electricity, though they are inert unless agitated by mystical energy; their use became much less common post-Sinking. Crystallos is a transparent crystal similar to quartz, but grows like a plant; it can be constrained and forced to grow into various shapes (typically flat panes), dyed by soaking in pigments, and can be baked in special arcane furnaces to halt their growth but make them harder than steel (though much lighter). Fulminor is a blue-black smoke that is lighter than air, and can impart that quality on any substance it remains in extended contact with; it is used in the fuselages of Atlantean aircraft. Ignaetium is a pale blue, dull orange, or blood red crystal, containing a spark of Elemental Fire, and is used to fuel many arcane furnaces & as a source of heat. All four are naturally occurring substances, but can also be created in a sorcerer-scientist's workshop. As for mundane substances, copper -- and its alloys bronze and brass -- are often used in Atlantean metallurgy, due to their availability and unreactiveness to most mystical energies. Iron and most steels rust in the saltwater environment, though they do have various sealants which can slow that corrosion. The alchemical resonances in gold and silver tend to interfere with the mystical elements of their devices if present in large quantities. SKILL CHECKS Among other things, the differences in Atlantean technology impose a +20 DC modifier to Knowledge (Technology) skill checks dealing with it, unless the character is also trained in Knowledge (Arcane Lore), in which case the lesser of the two skill ranks may be used without the +20 DC modifier. Surface-world trained technicians can barely make heads or tails out of Atlantean techno-magic. In a like manner, modern electronics, or even simple combustion engines, are just as weird and alien to Atlanteans as their techno-magic is to surface worlder engineers. -
General Dalekos Dalekos is a general in the armies of Atlantis - an elite scion of a family line of barbarian warlords assimilated into broader Atlantean culture back in his grandfather's day when old Vardalek once courted Siren, now the Queen Mother of Atlantis. With his long dark hair, strong nose, and magnetic eyes, Dalekos is a paragon of Atlantean manhood who nonetheless retains a certain exoticism, and indeed he is famous for his romantic prowess among the eligible members of the Atlantean nobility. (He is sometimes called a term that in the rather heteronormative language of Atlantis means 'every woman's man, and every man's woman.') He's of middle-age but still muscular and well-built, and carefully supervises the regular drilling of new recruits to the royal family's personal guard. Dalekos has a reputation as a hardass and it's a fair one - but he's also beloved by the men and women under his command. You won't see him ask a soldier to do something he wouldn't do himself, and on campaigns he sleeps in the same rough conditions as a newly-minted field officer. He lacks the blessings of Oceanus that many members of the royal family have, but he's strong, fast, and well-armed with orichalcum weapons - and has the somewhat-unusual ability to fly outside of the water, a gift of his family's particular magical heritage. He is cool but correct with Surfacers and other non-Atlanteans, assuming they are not violating Atlantean sovereignty, about which he admittedly takes an extremely generous attitude. He sees himself as an enforcer of ancient laws and traditions, ones that bring a much-needed civilization to the chaotic world beneath the sea. Everything else is just a distraction. For the monsters that lie beneath the sea alongside Atlantis, he gives no mercy save his trident and hot-blooded wrath - after all, why should he do anything else? They're monsters.
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Water between Townsville and Magnetic Island. Queensland, Australia 2017 Thursday, February 2nd, 2017 9:00 AM It was a brisk and cool morning, and four Claremont Alumni found themselves leaving Magnetic Island back towards Townsville, Australia. Specifically to the Australian institute of marine science. Having spent the weekend near the vicinity of the Cockle Bay Reef, for Giang Trang's studies. Aside from surfers, fishers, and those preparing for tours the morning was relatively calm. All in all, it was a good start to the day. In the distance, Kimo Keli'i was steadying himself on his surfboard. Freedom College wasn't swimming in money, it took an entire semester of fund raising just for the surf club to save up for this three day trip to Australia. As such no one was looking to waste the opportunity as a swell began to form. Unfortunately, one of the less experienced members of the club fell off his board in between waves and began frantically splashing around worriedly.
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GM Norris Atoll Lonely Point, Freedom City New Jersey Wednesday, February 1st, 2017 5:17 PM Norris Atoll was a pseudo atoll formed by the three islands South of the Lonely point Naval Base. Far from an island resort like Bermuda, the islands were just as desolate as the mainland. Which made the territory an easy concession when the United States agreed to a formal concession of land for an Atlantean Embassy on the Atlantic. King Theseus reached out to the architect behind the construction of the Freedom Aquarium who oversaw the construction of the structure. Essentially it was designed a self-contained deep sea resort, using the Aquarium's iceberg like design in which a majority of the property was actually beneath the surface. Visitors would be allowed to stay for as long as they so choose as long as a security concern does not arise. Allowing for the education of Atlantean culture in a way far removed from the offensive Atlantis Casino. The Ocean Factory at the bottom was closed off from surface world access. Only subcontractors and official delegates would be allowed access with a residence designed for use for any Atlanteans that would choose to use the facility. The fact that Atlantean hostilities with the surface (and the location being so near a surface world military installation) made it unlikely that anyone other than the Atlantean Ambassador would choose to actually use it. News outlets approached the entrance on a cargo ship. The grand unveiling was to be broadcast throughout the country. Including from within a Waterfront Russian bar where two heroines were currently enjoying a meal. Or the much quieter apartment belonging to Jessie White and Aquaria Innsmouth. William Cline, or Thoughtspeed as he was currently dressed, had a much closer look of the festivities. Having been personally invited by Princess Thaelia, as the only one of her friends not currently out of the city. With the possible exception of Elias, who she could never keep track of. Thoughtspeed found himself sitting in a room, with a view of the approaching vessel, accompanied by the Atlantean royal family minus King Theseus himself. An armed escort posted throughout, perhaps too armed for a guided tour.
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GM Nizhny Novgorod Nizhegorod Oblast Russia Wednesday, February 1st, 2017 1:00 PM (5:00 AM Eastern) It would take special cause for Comrade Frost to find himself called back to Russia on a mission. Especially serving under official Freedom League capacity. Special cause like a series of disappearances with no trace left behind. Including those inside of the Kremlin. Rumors were starting to spread about Baba Yaga returning and stealing "naughty children". As the only member of the People's Heroes still serving since the last great battle against Baba Yaga, Comrade Frost was called in secretly. Sandman, the guest in question, was brought in a special consultant by Comrade Frost, as he was told not to tell the proper Freedom League about the mission, political pride preventing sharing with the world a potential threat arising from out of Russia. That was if there was any truth to the rumors to begin with. After all, many things went bump in the night...
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Thousands of years ago in the midst of the Atlantic Ocean, the island continent of Atlantis was the home of humans genetically enhanced by the alien Preservers, devoted to the protection of life throughout the universe. Using samples of technology left behind by the Preservers and their own enhanced intellects, the Atlanteans created an advanced civilization. In time, they came into conflict with Lemuria the ancient civilization of the Serpent People. After generations of war they found themselves mutually annihilated by the Guardians placed with the duty of guarding the biosphere as the war had proved too costly in ensuring the planet's survival. Atlanteans who found a way of surviving the Sinking, formed underwater nomadic tribes. It would be hundreds of years before the tribes would unite into the undersea Nation as it is known today. And even longer still before Atlantis had any formal contact with the outside world. Government Atlantis is divided into 12 city states. Each with their own king and democratically elected Senate. The Royal Assembly, is a senate of two representatives from each of the city states whose authority equals that of their ruling monarchs. Above both the local senates and kings is the high king, ruler of all of Atlantis. The current High King is Theseus as the ruling clan is the House of Atlan. Each city-state is allowed two elected representatives in the royal assembly who act as a sort of supreme senate. Although Atlantis claims dominion over the Seven Seas, the reality is that in practicality each city state can only maintain a sphere of influence within a day's swim of the city. As such tribal Atlanteans living outside of the city are left to their own devices. And with them, bands of Atlantean Barbarians. While Atlantis claims dominion over the Umiquan empire, and they in turn claim independence, the two nations the two hardly acknowledge one another. At the very least preferring one another's company to that of the Deep One's. The current ruling family of Atlantis is the House of Atlan. With High King Theseus and Queen Ariallis at the helm. Princess Thetis is the direct heir to the throne. Queen Mother Evelynn is still alive and beloved by her people, but is not quite in physical shape to defend her kingdom any longer. Princess Thalassa (the adopted daughter and niece by blood of the King) and Prince Telemachus (youngest child, born in 2004) would be next in line after Thetis but neither want any claim to the throne. 12 Colonies of Atlantis Amphitritis: Located in the Coral Sea between New Guinea and Australia is the sunken city of Amphitritis, named for the Greek ocean goddess and wife of Poseidon, Amphitrite. Culturally they are a war-like and aggressive people, they maintain a culture of gladiatorial arenas, trial by combat, and an aggressively xenophobic point of view. Atlantis: Both the name of the nation and the city-state known as the capital of the empire Atlantis located in the mid Atlantic region. The House of Atlan, the current ruling clan of Atlantis, lives here. Atlantis is a symbol of wealth and prosperity, the large collection of farms and techo-magical crystals breed resentment from tribal Atlantean and Deep Ones who have not chosen to join life in the city. Atlit Yam: A submerged city state off the coast of Atlit, Israel. Atlit Yam’s population are Cecaelia also known as octopus persons, their upper bodies are humanoid and, from the lower torso down they bear the tentacles of an octopus or squid. The people of Atlit Yam are furtive by nature, which makes details on the going ons sparse to even other Atlanteans. Sea witches from Atlit Yam make capable mentors for would be undersea sorcerers in training. Cantre'r Gwaelod: Located in the Cardigan Bay, West of Wales, Cantre’r Gwaelod has perhaps the most amenable relationship with the surface of any Atlantean City-state. Citizens of Catre’r Gwaelod and the Amddiffynnwr O Lleu Llaw Gyffes share responsibility and preventing the Formorians from ever walking the earth again. Crantorium: Nestled in the the Tyrrhenian Sea subdivision of the Mediterranean Sea, this Atlantean city-state is a bit of a resort town for Atlantean nobles. Crantorium has the smallest concentration of Atlantean soldiers, relying on the Atlantean capital for aid in case of an attack. Hōzuki: Located inside of a dimensional fold within the Devil’s sea, Hōzuki is the homeland of the samebito. Samebito are sharkmen with emerald eyes. Whether they were Lemurian offshoots or not, the creatures will not reveal. Only nobility speak traditional Atlantean, the common people speak Japanese. Hōzuki has an overtly hostile relationship with Japan due to ambitious Japanese fishermen attempting to capture the sharkmen. In retaliation the samebito went so far as to capture an exploratory science vessel and demand the nation recognize their independence and no longer step in the Devil’s sea. Glamazon, Tsunami, Temperance, and Myrmidion were able to bring the hostage situation to an end but not the shared hostilities. Kitezh: The first of two landlocked city states, Kitezh exists at the bottom Lake Svetloyar in Russia. Back in the 13th century, Atlanteans intermingled with local Russians and used their artifacts to allow the population to adapt to underwater life. The Mongol invasion led to a return to isolation from the surface. The city is cloaked with Atlantean technology completely undetectable from the outside. Lyonesse: The smallest city-state in the entire nation of Atlantis, Lyonesse sits some 50 miles west of Cornwall. Lyonesseans are an offshoot of the Atlanteans, transformed by ancient magic into a hybrid race of merfolk, with fish-like lower bodies and humanoid upper bodies. Matriarchal in culture, Lyonessans are far more likely to seek council from Queen Aryallis than King Theseus. Kreeg: Located in Angikuni Lake, Kreeg is a penal colony for Atlantean criminals and outcasts. The second of two landlocked Atlantean colonies, Kreegians turned to the Dark Mother when surface locals threatened their home. A barbarian Warlord answered their prayers, claiming to be a prophet of the Dark Mother he “gifted” the Kreegians with the “shadow-death.” And thus they became vampiric entities given the strength to wipe out an entire surface town in the blink of an eye. Leaving not a single trace of their work. Orzan became their leader, until the day he set his eyes on the Atlantean throne. Though King Thallor lost his life, and the Queen Mother suffered grievous injuries Orzan was bested by Theseus. Rather than completely raze the city to the ground and destroy the vampiric inhabitants, Theseus turned Kreeg into a penal colony. Kreeg is the only city-state without a king as soldiers assigned to guard the locale are essentially the locale government. Aside from the military presence the Kreegians are free to live their lives as they please (As long as they don’t attempt to flee Angikuni Lake). Trapalanda: South of Patagoni, Trapalanda actually exists inside of a Dead Zone. The Trapalandans are sentient plant persons, with a foul smell. Nomadic Trapalandans tend to travel to swamps within the Iberra wetlands. The massive size of the Trapalandans may have been inspiration for the myths of the Pantagonian giants. Vineta: Located in the the southern coast of the Baltic Sea. Vinetans have an extremely long lifespan even by Atlantean standards. It is said that the average lifespan of a Vinetan is twice that of any other Atlantean. The city is known as a bit of a city of vices. Alantean Barbarians consider it a safe haven, and avoid raiding it as such. Gambling is rampant and the nobility is quick to abuse their power. Vineta is known as the only Atlantean city-state to practice the surface habit of outright organized crime, a rumor circles of a mob boss like figure at the center of it all called the Angler. The Angler's ring is rumored to have its hands in many avenues even going so far as supposedly keeping captive Deep-Ones for labor purposes. Y’s: In 2003, a team of archeologists discovered the sunken city of Ys off the coast of Brittany and brought a few pieces of Atlantean “artwork” back to the surface. These scientists did not know this Atlantean colony had been destroyed because of its corrupt leaders—worshipers of the Nameless Ones—and that some of the artifacts they recovered were cursed. When one of the items was unwittingly activated by the unscrupulous French diplomat Alexandre Taillard de Würms, he was transformed into a strange, batrachian creature (going by the heroic moniker of the Frog Prince, Alexander had a respectable career as a French superhero for a decade after). When the Sea King became aware Ys had been discovered, he immediately sent a small army of Atlantean forces to occupy and protect the sunken city from scavengers. The French government was unhappy with that outcome and relations have been tense between the nations for years. In fact, France’s protest are the single greatest reason that Atlantis has still not been granted status as a UN country. Ys is still under Atlantean control, and the city-state is occupied entirely by soldiers. Dark artifacts and even more dangerous ruins make the city the most dangerous assignment a soldier can volunteer for. Culture and Physiology Humanoid Atlanteans are indistinguishable from surface dwellers with a mixture of (mostly European) features. They tend toward Roman noses and jaw-lines. Pale eye colors (blues and greens, occasionally amber yellow or violet) and dark hair are most common. Amber eyes and silver hair are a sign of great evil in Atlantean culture, and as such children born with these features find themselves unfairly ostracized by more superstitious Atlanteans. Their muscle tissue is denser allowing for even the average Atlantean to have enough comparative strength to live a small car over their heads. Atlanteans do not have gills. Instead, the lining of their lungs has adapted to allow them to extract oxygen from water and to withstand considerable water pressure. Atlanteans can also breathe air, although they’re most comfortable in an aquatic environment and dehydrate over time when they are not immersed in water. Atlanteans tend to be longer-lived than humans, with average lifespans of 90 years, and some truly venerable Atlanteans living to be 150 or more. Atlanteans who mate with humans find that Atlantean traits (such as their strength and lining of their lungs) generally are passed down without issue. Any mutations or powers from the human parent also seems to pass down without issue as King Theseus can attest. Atlantis is a non-industrial, largely agrarian society. All abled bodies Atlanteans are expected to undergo basic military training for the defense of nation. The standing Atlantean Army is actually very small as a result of being able to call upon the masses as a reserve force. Isolated from the surface Atlanteans are largely ignorant of the ways of man, and vice versa. Atlantis has a largely adversarial relationship with any offshoots of Lemurian society. Be they Deep Ones or the barbarian Serpent Persons living underneath surface society. Although Tribal Atlanteans are only officially considered "barbarians" when they begin attacking Atlantean settlements, many urban Atlanteans assume all tribal Atlanteans to be barbarians serving under a warlord. Atlantean nobility will often add armor to their regular clothing as a sign of wealth and status. Regular Atlantean clothing is similar to to scaled one piece bathing suits made of hydrodynamic material. Atlantean weaponry ranges between vibration inducing, sonic, and blaster weaponry. With thrusting weaponry a particular favorite. Electrical weaponry is also not without use, but Technology Most Atlantean technology is powered by magical crystals drawing upon geomantic and geothemal energies, recharged in orichalcum-lined sockets linked to ley-lines. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector, actually a tellurian crystalline based image generator, often with some telepathic components, rather than a video screen or camera. Atlantean reliance on techno-magical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted, and many are often family heirlooms maintained, repaired, and passed down through the generations. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics.
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Saturday, May 20th, 2015 Frankfort, Michigan, United States Late afternoon Frankfort was a small town of barely a thousand souls, full of picturesque buildings, sandy beaches, and a startlingly white lighthouse out on the point. Families walked or ran up and down main street, people on vacation enjoying the warm spring weather and the cool breezes that blew off the lake. It would be a perfect image, if not for an air of tension that hung over the town. You didn’t have to go far to find the source of the tension. The town’s docks had been interdicted, with Atlantean troops standing on the boardwalk and stopping anyone who tried to get to their moored boats. Tourists stared at them; police talked at them; angry citizens and protesters yelled at them; but the soldiers of the underwater kingdom were impassive in their verdigrised armor and lightning-staffs. For three days and three nights they had kept up a silent presence, not intruding further into town or attacking any of the surfacers (well, except for one guy who showed up at the ER with a broken arm and an electrical burn, but he should’ve known better than to throw a brick) but not allowing anyone to reach their vessels, either.
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GM Neptune City, Kingdom of Atlantis Approximately 75 miles NorthWest of the island of Tenerife (At the Ocean's floor) Saturday, June 7, 2014 2:14 PM It had been a couple days after Giang and her graduating class had ended their tenure at Claremont. In honor of such an event Thaelia had seen fit to throw a graduation party of sorts for her, now former, roommate. It wasn't the first lavish celebration for a Claremont graduation that Atlantis had thrown. Thetis' own party a few years ago being a fresh memory amongst the royal guards. Whom found themselves in competition with her 'norse suitor' for the king's entertainment. The undersea kingdom's environment limited the number of the pair's academic peers which could easily attend significantly. At least without taking steps to try and make the sea more hospitable for most. However, the triton Wave-Eye and the half water elemental Temperance found themselves welcome additions to the walls of the Sea King's Northernmost palace. The seafaring heroes were led to a large circular room in the walls of the palace where they were instructed they could rest while preparations commenced on the celebration. Various pieces of furniture and Atlantean cuisine were prepared so as to make their stay more comfortable. The room, like other Atlantean structures, was kept well lit by glowing fungal infested rock. Atlanteans did not necessarily need the illumination of course. However, the lighting system had a secondary purpose of providing an artificial catalyst for photosynthesis. Brightly colored coral lined much of the architecture which otherwise was reminiscent of Ancient Rome. With most buildings favoring a circular design.
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GM 70 Miles South of Japan Monday, October 13, 2014 3:20 PM At 11:00 AM a scientific expedition to the ocean's depths uncovered what they thought was the lost ruins of an abandoned civilization. They sent two divers to explore the ruins. What they discovered instead was a dimensional rift to an undersea society of Shark Men. The Sharkpeople immediately attacked the scientists and stormed the vessel. For whatever reason, the leader of the Sharkpeople broadcast a ransom demand for the world to see. Requesting a sum of sixty five million dollars. As well as for the waters surrounding a five mile radius from their rift to be declared foreign lands under their control. Demanding that even Atlantis had no claim to their waters. A concession that the Sea King found both odd and insulting before refusing. Leading the Japanese Government in a bit of a bind. Desperate for a solution the Japanese Government reached out to Glamazon, Temperance, Tsunami, and Myrmidon. Their exploits with the >Sea Cruise Magnificent had given three of the heroes a bit of a reputation in the nautical community. Myrmidon's own reputation of quality assurance preceded even theirs. Whether well earned or not , the four were eager to help out. Greeted by the locals as they arrived one by one, the Japanese Coast Guard provided a Tsurugi Class Patrol ship as well as a small crew to close the distance. Trusting that the shark men could not utilize the delicate instruments aboard the ship, the skipper allowed them to get within fifty feet of the much larger ship. The crew all lined up once the ship came to an abrupt stop. More than one curious eye glancing with binoculars at the interesting sight in front of them.
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Atlantis is a cruel, selfish empire that has imposed its will on the other peoples of the Ocean by main force. Intolerant of other gods, they have banned the worship of Dagon and Hydra, and take pleasure in destroying their idols and oppressing their worshipers even in lands far removed from Atlantean power. Greedy for land, they have driven the Deep Ones to the coldest, darkest places in the sea, volcanic crags and undersea valleys where little grows and few fish swim. Ostentatious in their wealth, they parade around in orichalchum finery and live in cities adorned with jewels and precious stones. They live in palaces while Deep Ones have to fight and struggle to survive - and call the Deep Ones monsters when they raid their cities for food! The worst are the royal family, jaded, decadent monarchs who abuse even their own people. Surfacers love royalty so they assume Atlantean royals have to be just like them - but they don't know the truth. Aquaria admits that some Atlanteans do things that appear to be heroic - but of course you'd expect them to want to get in good with the powerful heroes of the Surface. And it's their planet too, so surely they have a natural interest in keeping it safe.
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The landlocked African country of Dakana, home to wonders of science thanks to the mysterious and powerful Daka crystals, lately emerging from centuries of isolationism onto the world stage. They are few, yet still hold the keys to a fantastical future. The submerged continent of Atlantis, a living myth from a vanished age whose people once held sway over half the world with their fusion of magic and technology and the mighty Orichalcum metal, now all but ignored and forgotten by the surface. They are many, but still a shadow of what was. For eons these two have had nothing ill to do with one another, courteous cousins in the great household of nations. Now, though, tensions rise between them, and accusations fly thick and fast of deception and attempted evil! Who could gain from bringing these two into conflict? Who would seek to make these two rivals or even bitter foes? Who plots a war that could spell a cataclysm across the Earth if it came to pass? And who will step forward to stop...the Showdown of the Super-Nations?! (All credit goes to Russoboo, and to Johnathan Hickman for being the guy who's writing the New Avengers series with an Atlantis vs. Wakanda plot) Players: 3-5 Suggested PL: 10-13 Preferences: Characters with some kind of diplomatic standing, establishment with the Freedom League, UNISON or international status(aliens, etc). Focus: Even split between Skills/interaction, with combat a distant third. Tone: Serious, streak of bombast(because the stakes are high!). I seriously doubt I'd be able to pull something like this off, but in the event of nobody else wanting to give it a go I'll get it a-rolling.
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