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Nation Building Legacy of Atlantis - Lore thread!

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A Nation Building Roleplay.

Beckoncall

World-Weaver and servant to the most-holy PC
Supporter
Lore Thread for Legacy of Atlantis -- post here your lore discoveries, or questions you might have about the lore.
What does your character/faction know? You can ask here!
 
It is the dawn of a new age. Atlantis, great capital over all oceans, has fallen in ancient history. The seas have risen higher than ever before in the planets history, and the majority of the surface waters not along the equator are perpetually frozen. Life that has not adapted or formed of the sea has died out long ago.

Beneath these deep seas, Factions of Sea Creatures rise from the ruins to sift through the legacy of the ages and to stake their own claim over the oceans and seas of this mysterious world.

Merkind, Pelagians, Deep ones, Fish men, Kuo-Toa, Crustacius, Shamblers, Ichtysatyrs, Ichtycentaurs, Ichtytauren, Nixies, Nerid, and all manner of creatures of the mysterious depths or once great civilizations beneath the waves have begun to stir again. Sunlight and magic have begun to return to the drowned planet.

The first of Atlantis' seven global wonders -- the Golden Grotto, has been uncovered by the ice. Numerous factions will settle in the golden grotto, develop their civilizations/colonies and hope to discover further secrets of ancient Atlantis that will take them to further wonders, new places to command and conquer, and eventually through cooperation or strife, some shall inherit the Legacies of Atlantis.

The tides Beckon -- will YOU sent your expedition to the Golden Grotto?

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This is an undersea Nation Builder loosely based on my extremely successful previous nationbuilder "Lost Continent -- Flight from Muurdaan" which is presently resting at 1100+ posts and 37k+ views.

Players will create leaders and factions of troops to send to "The Golden Grotto" where the quest to develop a colony and rebuild/rediscover/unlock the ancient civilization of Atlantis that has fallen in the previous era.

You could be one such leader. Each leader shall guide a faction, and the factions will co-operate, compete, and make or break the community in this new world. Can the settlers put aside the grudges and vendettas of the old world behind? Can diverse races and cultures live together side by side in a hostile wilderness and establish a common law? Time will tell.


NOTE: This is a detailed fantasy nation building game that has it's emphasis in resource/people management, struggling against adversity, risk, and loss. DO NOT consider joining this game if you: Don't like reading or making detailed posts regularly or are only interested in seeing your character win (this game has dice AND loss and death can be EXPECTED if characters are reckless.) Also, bigotry, racial tension, as well as issues of diversity are themes as well, be warned!

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ASSORTED LORE:

The Secret Sea/Golden Grotto: In a forgotten spot in the liquid equatorial region of the Planet Avecury is a place known as the "Secret Sea" -- the first step in a chain of wonders to be found to unravel the mystery of the Ancient Atlantean Civilization. The "Secret Sea" is only accessable via a teleportation portal opening just below the surface over the center of the region. Currently the portal is one way, two-way communication is possible with magical abilities. The Factions and their leaders are able to travel through the portal only with their possession of a "Jewel of Divinity" -- mysterious relics of a forgotten age. New Factions can only settle in the Shallows, Kelp Forests, Grassy Plateaus, or the Dunes... initial scouting into other regions never returned.

The New Atlantean Alliance: The NAA is an organization of factions/nations/races that are dedicated to restoring the old glory of the Ancient Atlantean civilization, which in history or myth once united all the planets oceans and had the magic, technology, and culture far elevated from the current age that is rising in it's ruins. Factions that are a part of the NAA are expected to cooperate (at least superficially) and work towards the common goal of discovery of ancient Atlantean civilization and it's relics. Factions with the support of the NAA start the game 50% larger, but may have obligations, dues, tasks, oversight and other asks from the NAA they are expected to fulfill.

Jewels of Divinity -- gems of ancient power that come in 8 varieties -- Fire, Water, Earth, Air, Blood, Bone, Astral, and Nature. Little is known about these gems or "tears" as they are sometimes called, but it is known one is needed to breach the portal into the secret sea, and that the gems can be wielded with "INTENT" by the will of their wielder. It is whispered that lesser miracles can be woven simply with one of these gems and a thought -- and that they can also be infused into structures, items, weapons to imbue them with great power. Some legends say that these gems had a hand in the destruction of more than one age in the past... but nothing seems to suggest that when these gloriously beautiful gems are handled or beheld.

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INITIAL SETTLING AREAS:

Shallows: (0-80 meters) "Safe Shallows" is a misnomer as there are several types of flora and fauna here that could be dangerous to the unwary. Known for numerous caves, rock formations, and ample coral and plant life as well as relatively small fish -- these areas are occasionally hunted in by larger predators and docile giants alike. Coral tubes criss-cross the shallows, creating tunnels through the sand and rock. Particularly well lit during the day, it can be a scary place to be at night when creatures of the kelp forests range out to hunt.

The Safe Shallows contains coral reefs sprawling over a large part of the area, with small cave systems that can be found beneath the surface. As the name implies, this biome is one of the safest in the game, as it is a relatively shallow area, there are few environmental hazards, and no predators call this biome home. However, caution should still be used for the occasional Gasopods and other cetaceans passing through, and the caves are frequently home to hostile Crashfish. Some predators are also known to wander here from adjacent biomes, namely Stalkers from the Kelp Forests, and Sand Sharks from the Grassy Plateaus.

Harvestable materials and minerals are common in the Shallows, and it is rumored Atlantian artifacts can be uncovered here as well.

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Kelp Forest: (0-160 meters)

It is located at medium-shallow depths, and is home to mostly passive life forms, with the only exceptions being Stalkers and poisonous jellies. The seabed is mostly mossy and sandy, with the terrain being comprised of grassy knolls and arches, which sometimes shows entrances to small cavern systems. There are also many canyons to be found in these forests. There is a lot of decorative flora on the sandy, grassy bottom.

The deepest interiors of the kelp forests can be very murky and dark -- an ideal environment for ambush predators -- and there are numerous cave systems -- some very deep -- at the bottoms and along the cliffs the creeper vines grow along. Creeper bulbs are known as sustainable light sources, food for some creatures, and a source of oils, lubricants and waxes for the resource minded.

Stalkers -- lithe serpent-like fish are common here, with some specimens in the deep kelp being abnormally large. Caution is advised.

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Grassy Plateaus: (50-150 meters)

Grassy Plateaus cover vast areas where the seafloor is too deep or strongly currented for Creepvine/Kelp to take hold. They feature a great diversity of life forms.

Grassy Plateaus are characterized by large, pillar-like structures seemingly created from water current erosion, smooth marine plains, and sandy terrain almost completely carpeted with Blood Grass, a common carpet lifeform in the biome, giving the Grassy Plateaus their distinctive name. While exploring the Grassy Plateaus, it is advised to look around their surroundings more carefully for schools of biting fish, pack hunters, and to stay far away from suspicious sand clouds, as Sand Sharks dwell abundantly in this biome. Certain poisonous and aggressive types of plants, and other types of hazard, can also be found in this biome.

Here, the player is offered with a great abundance of resources. Besides creature eggs and other common raw materials, Minerals and metals can be found attached to other rock structures or hidden within the patches of Bloodgrass. This biome also features several small caverns -- though some of these caves are particularly deep and hazardous.

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Dunes: (65-400 meters)

The dunes are terribly bright and shiny during the day as light focused through the ice or holes therein is particularly reflective against the sandy surfaces -- by night the most reflective silt still shimmers in the broken light of the moons. Glass and metals can be harvested from the dunes if one is dedicated enough, and there is evidence of meteor impacts that may have buried mineral and gemstone deposits beneath the sands. While the dunes contain few cave systems -- those that exist are quite deep and alien from the biome at the surface, and the area is known for having sinkholes -- some permanent and some a product of the shifting currents and sands.

Very Large Predators -- and that which they would feed upon -- make their homes in the dunes and as such particular caution is advised here. Scouts have been lost assaying this biome.

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NO Scouts have been recovered alive from deeper biomes from the vanguard forces than of these biomes -- They will need to be explored on their own and their mysteries unraveled. As such initial settlement will only be allowed at the above areas.
 
RESOURCES:

Purphorite : a deep blue and purple-veined mineral that burned brightly even underwater and could sustain extremely high temperatures in concentration Purphorite was also a very soft mineral that could be worked easily.

Cadhochrysotile: a kind of precious marble made from animal bones and calcium deposits under tremendous pressure, this substance is great for making strong composite materials with appropriate adhesive and also makes beautiful tiles and blocks when mined effectively. It is uncertain how large deposits of a material like this could be found at such shallow depths.

Sandstone and Limestone Deposits: It is speculated trace amounts of Titanium, copper, silver, lead and gold can be found by harvesting enough of these minerals. If found in large deposits they also make quality construction materials in their own right.
 
GAME MECHANICS:


INFLUENCE POINTS: (X/X)

Special accomplishments, making buildings, or helping other factions can lead to a faction gaining INFLUENCE POINTS, expressed as two numbers. (Ie, 3/3)

when you get influence ALWAYS record it as X/X -- like 1/1 if you get one point, because it does TWO THINGS.

Your TOTAL influence determines at some point how much manpower you earn either through the portal or immigration or other ways...

and the number after the slash is how many you've used to exert your will and public opinion on the rest of the community.


Say two people build a market, but one person spends 4 influence stating it's the best... that market may have an advantage. or two people want a bank in two different areas, but it's supposed to be a CENTRAL bank or CENTRAL learning center... influence will win hearts and minds of "the people" and effect the outcome.

It can also make a dastardly deed get spun more positively.


Say there is a misunderstanding and you "have" to kill some other faction members.... influence can lighten that burden, at least in the eyes of the collective "everyone" -- even if the players are pissed the npcs might view it through a different lens.

WEALTH AND INFLUENCE: Sometimes just being wealthy can gain you influence!

You can also spend influence and wealth on buildings -- either to acquire better materials or obtain extra free labor from "random npcs" of other groups.
Your followers have to pull a shift for you when you order them, but for extra money some of your people might run an extra shift for somebody else.
Just know that spending influence and wealth can positively modify any order, and especially mollify negative perception or create propaganda.
You usually get influence for doing things that nobody else has done or can do, or stuff that helps the community -- it's a mechanic I developed to twist peoples arms/motivate people into helping each other.



coming soon... "THE COLLECTIVE MARKET"...
 

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