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Imperia Maris

Shireling

A Servant of King and Country
Imperia Maris


"Roll on, deep and dark blue ocean, roll. Ten thousand fleets sweep over thee in vain. Man marks the earth with ruin, but his control stops with the shore." -Lord Byron


Paris, 1896. At the French Institute of Technology, the world's leading scientists and researchers are gathered together to discuss the great technological innovations of their day. As the crowd sits hushed, waiting for the host to announce the first presenter to the stage, a chill wind blows through the room from the massive doors flung open at the end of the hall. The heads of the gentlemen turned suddenly, their eyes focusing on the visage of a young man dressed shabbily in a sailor's uniform. He staggered up the carpetted walkway, sopping wet. The men recoiled instinctively as he passed them, stumbling, all the way to the podium where he stood dripping and cold, but wearing a smile that flickered dimly like a candle.


"Gentlemen," said the mysterious man, "I give you the Hearthstone of Atlantis!"


He reached into his soggy clothes and pulled forth a crystal, glimmering and radiating in a Sirian blue brilliance. Energy crackled about the room. Hair unrestrained by hats was left standing on end. The weak electric lights, glowing with a candle-like luminescence, became brilliant, bathing the room in yellow light before exploding and plunging the room into darkness save the icy flouresence of the Hearthstone.


The sailor continued, "There are millions of these stones, scattered all about the Lost Continent. Each with enough brilliance, enough power, to light a city! They are there--" He began to cough and sputter, "waiting to be taken! I pray you," his coughing intensified, "men of science, go forth. The Lost World is waiting for you... waiting..." Then, in the middle of his sentence, the man fell forward, coughing blood upon the carpet, repeating, "waiting...waiting..." and his life slowly left him there on the floor. The Hearthstone rolled free of his grasp and rolled across the carpet. Seconds passed in silence, then the clamor and roar was deafening.


1910, Atlantic Ocean. Over the past fifteen years, the nations of the world have devoted extensive resources and manpower to the exploration of the Atlantic where archeologists are certain somewhere therein lies the lost continent of Atlantis. The search for the Hearthstone deposits is more intense than ever, but Atlantis is not the only thing drawing the superpowers to the bottom of the ocean. Vast reserves of nickel, copper, iron, silver, gold, and phosphates have been discovered in the geothermal vents. The mining operations have given rise to undersea cities and towns. The expansion into the sea sees a generation of intrepid adventurers and brilliant engineers descend the bathyscaphe rails down into the depths.


But this New World was still indelibly linked to the Old. The undersea colonies still owed loyalty to their mother country, and as tensions and entangling alliances threatened to spark war in Europe, the colonial governors know that the bottom of the ocean could become another theater in the Great War. In Imperia Maris, you may assume the roll of a colonial leader for the underwater holdings of one of the eight superpowers: Great Britain, France, Germany, America, Italy, Austria-Hungary, Russia, and the Empire of Japan. Choose to execute the orders of your motherland without fault, or fatten your wallet with disdain for politicians back home. Carry a gun for the home country, or form your own republic--the choice is yours.


However, there is more to this underwater Wild West than political intrigue and conflict. A new class of pioneers requires a new class of adventurers and rogues. Detectives and Pinkerton agents, mad scientists, pirates, spies, assassins--all trying to eek out a living away from the social constraints of the mainland, and whose actions could influence policy, even ignite a war.
 
Yay! My first victim, muwahaha!


Het hem. Yes well, I'm happy to answer any questions. If I wrangle a fair deal of people in the next few days, we shall proceed as planned. For this RP, I will probably function as storymaster and administrator only, seeing as I function as the governments of the superpowers in applying pressure to the governors. I'm also working on several plot arcs to service the other characters. I plan on making a map available tonight.
 
When you mentioned forming your own republic, could that mean I could be part of a newly forming country looking for land in Atlantis?
 
Well, if you choose to fulfill the role of a colonial governor, you get control of the colonies of one of the eight superpowers. From there, you may choose to wage a war of independence if you see fit. In addition, you could be heavily devoted to finding Atlantis. At this point, Atlantis itself has only been discovered by the lost expedition of 1896 which never relayed the coordinates of their find.


At any rate, here's that map. The underwater cities are labeled and the red lines represent bathyscaphe rails, which are essentially underwater railroads.


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This sounds like a fun Jules Verne style idea. I'd be interested in playing an eccentric underwater governor if this gets off the ground. (and into the water?)
 
Awesome! So we have two signed on. And yes, Spirit. Picture Jules Verne meets Atlantis. A little bit of Bioshock thrown into the mix. Maybe a touch of HG Wells.
 
I have one question though. Other than the obvious fact that technology had advanced differently to allow for all this underwater stuff. Has history to this point progressed the same, with Japan and Russia going to war in 1894 and european powers creating large alliances that eventually plunged them into WW1?
 
Yes. The Russo-Japanese War occurred, so hostilities are still rife between the Romanovs and the Empire of the Rising Sun. Communism is also still starting to come to fruition in Russia. The Central and Allied Powers have already formed with Italy as a swing power, at this point politically close to Vienna but being courted by the British and French. As far as technology is concerned, the mainland isn't radically different but they've developed underwater firearms that shoot flichettes, functional U-boats or submersibles with rudimentary armor plating and torpedoes. Sonar isn't supposed to come until later, but they have it. They've additionally figured out highly advanced building techniques to make stations survive the pressure at the bottom of the ocean. And the bathyscaphe rail lines are an important invention, basically a train that travels normally on land rails and is designed to slice through the water on specially-designed underwater rails.
 
Also, because of the ubiquitous nature of weaponized submarines, most Trans-Atlantic shipping is done either by icebreakers or by large cargo dirigibles. Submarine piracy is a serious concern, alongside the fact that Germany and Austria exercise control over the shipping lanes between the North and South Atlantic and the Japanese control the Cape Horn.
 
A few more questions. How large are these sttlements underwater exactly? Are they similar to large urban environments on land and what are the typical populations? Also, would the people underwater be loyal to their country or the settlements as many of them are distanced greatly from their land based governments?
 
The settlements are the size of small towns, but very densely populated, typically with large towers holding restaurants, bars, offices, and residential areas for the citizenry alongside some larger open areas, all connected by walkways and such. In the center of the settlements is usually a geothermal vent which supplies power and is the center of the lucrative mineral extraction operation each city uses to finance itself. Scattered outside the main settlement might by several factories and refineries, but the main structure is usually surrounded by a ring of sonar outposts and underwater turrets. The typical population of a city is around 20-25,000, out of that, at least four thousand will be miners and at least three hundred will be military personnel. As to loyalty, it varies widely, although most are only down there for the money, there are a few die-hard nationalists scattered amongst them and usually in positions of authority.
 
SpiralErrant said:
Aw. Well if the other two are still interested I'd be up for giving this a try just on a smaller scale.
We could BUT, I've tried to devote some time to other RPs and to a reboot of an old zombie series I ran a few years ago on other sites.
 
And I am definitely interested as well. What kind of culture are we looking at down here? Is it truly 'Wild West', or something more akin to some of the earlier European settlements in the Americas, or even the distant colonies of the ancient Greeks?
 
Oh, and another question: how are the colonies administered, exactly? Is each settlement independent and autonomous from the other ones of the same nation or is there some kind of Lord Regent (or something) overseeing them? If so, which settlements would be the 'capitals' among their nation's settlements.
 
BURNTCUBED said:
And I am definitely interested as well. What kind of culture are we looking at down here? Is it truly 'Wild West', or something more akin to some of the earlier European settlements in the Americas, or even the distant colonies of the ancient Greeks?
Depends vastly by settlement. The Europeans, their settlements are probably reminiscent in cultural terms of their American colonies. New America has a rough-and-tumble undercurrent, but a lot of big wig industrialists run the joint so it's like a Republican presidential term gone awry down there. The Russians treat underwater just like Siberia, really, and their settlements are mostly big, burly men drinking when not working. The Japs' stations are mostly military outposts, not much culture to them. I'm sure they paint and write haikus and shit though.


Each station is part of a group of stations belonging to one country and overseen by a governor. The governor (that being you) gets to pick the seat of his government at the outset of the game.
 

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