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Legacies of Atlantis - Underwater Fantasy Nation builder

1) What race or races would you be interested in playing?

A merfolk variant known as scyphon, which have a strong kinship/affinity with jellyfish and other gelatinous aquatic creatures. My reasons for this are (1) I love their look, (2) I'm intrigued at their relationship with jellyfish, and (3) they are a fresh take on merfolk imo. Also, like most of my fantasy civilizations, scyphon communities are rife with internal & external political intrigue. :xFcool:

In terms of what they might bring to the colony, they're a creative, clever, and diplomatic people who try and keep their friends close and their enemies closer. And did I mention they have jellyfish sorcery? While it's not overly powerful, it's wonderfully flavorful! :xFsmile:

Beckoncall Beckoncall I've got more notes for this race that I've brainstormed, but I'll go over those with you via pm.

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2) What kind of character is your leader?

My primary viewpoint character won't likely be the settlement's leader, but he will be very influential. My leader will likely be an ancient sorceress who's shrewd, fierce, and just the right amount of manipulative. :xFcool: As of now I don't have any skeletons in her closet or character hooks for her, but I definitely plan to have a couple before we start.

3) Are you interested in play by post, RPing in real-time chat, or both?

Play by post. It's what works best for my schedule and responsibilities. But if there's an occasional discord chat where things are roleplayed, that's fine. I'll try my best to be there, but I can't promise anything.

4) What about this campaign peaked your interest?

Let's see, (1) a creative and friendly GM, (2) a fantasy nation builder, (3) undersea adventure and exploration, and (4) the opportunity to create my own aquatic fantasy people. In addition to all that, I'm a political intrigue junkie. I love secret alliances, schemes, traps, tense negotiations, and the occasional assassination.

5) PM (or Post) me your age and a little about yourself, I'll share right back to "meet you."

In a nutshell: I'm a married 37 year old father of two. Part-time employee, full-time dad. I love to read, write, roleplay, watch movies, follow some sports, and last – but definitely not least – play with my kids.
 
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1) What race or races would you be interested in playing? What are your reasons for these choices? What might they bring to the colony that is an advantage?

Fathoms are six foot tall humanoid Atlantean constructs of otherwise unknown origin and purpose that have been given the gift of life under mysterious circumstances. Abandoned, they have become among the greatest healers of the oceans. Considering a lot of people, including them, may or may not be in a situation where they can die, they'll fill a very nice niche.

2) What kind of character is your leader? What class or classes do you see them being?

A healer numbered SC513 who dabbles in artificing out of curiosity for Atlantean technology, and a hunger to uncover the history of their people. Predicting that ice melting patterns suggested that the rediscovery of one of Atlantis' seven lost wonders was eminent, he has garnered enough support upon the validation of his claims to investigate the area, and ideally better relations with peoples both familiar and unknown. They, as well as many of their followers, choose independence over service to the N.A.A. out of a belief that they can handle their own affairs just as efficiently by themselves.

3) Are you interested in play by post, RPing in real-time chat, or both?

Both as the opportunity presents itself so long as it's appropriate for the situation.

4) What about this campaign peaked your interest? So I can be sure to "give them what they want", what aspects of RPing do you most enjoy? Diplomacy? Exploration? Getting Loot? Hack and Slash? Intrigue? Stealth? Mystery?

All of the above. Any of those situations can be interesting if they have context that I fancy.

5) PM (or Post) me your age and a little about yourself, I'll share right back to "meet you." Makes sense when making friends, yes? Don't worry about judgement on the basis of age -- maturity, interest, and consistency are are the mainstays of any game I find.

A young adult from a Minnesotan mining town who is currently bingeing Netflix shows.
 
(Finger slipped, sorry)

1) What race or races would you be interested in playing? What are your reasons for these choices? What might they bring to the colony that is an advantage?
So I've been reading up on Mantis Shrimps and these guys are pretty friggin scary. Here's a small facts list on the actual Earth wandering animal:
They're divided into smashers and spearers: Has a second pair of thoracic appendages that have adapted for powerful close-range combat with high modifications. Those divide them into two types: those that hunt by impaling their prey with spear-like structures and those that smash prey with a powerful blow from a heavily mineralized club-like appendage.

They are thought to have the most complex eyes in the animal kingdom and have the most complex visual system ever discovered. This divides the eye into three regions. In other words, each eye possesses trinocular vision and therefore depth perception. Mantis shrimp can perceive wavelengths of light ranging from deep ultraviolet (UVB) to far-red (300 to 720 nm) and polarized light.
They are voracious predators, eating other desirable inhabitants of the tank. They have the fastest punch in the world (the acceleration of a 22 caliber bullet) and a pretty friggin strong one.

So they aren't just psychopathic less than a meter tall killing machines, they have incorporated body weapons to smash and/or stab you, they have a sight that lets them do it nearly flawlessly, and they ''...exhibit complex behavior, such as ritualized fighting.'' which sounds scarily out of a race's lore, if you ask me. That's culture over here, boy.
So if it's ok, I wanted to ask if I can bring this great for scavenging, scary as heck, shallow dwelling colorful shrimp for the ride. The only issue would be verbal communication, I guess... Are color signals a common known language under the sea? :closed eyes open smile:

2) What kind of character is your leader? What class or classes do you see them being?
Headstrong for sure. I think they would be the kind of ''we'll help as long as it's beneficial for us'' type, so I guess fighter as a class may fit the best. Knows that most should be scared of them, so doesn't really know how to do business... but you do not want to be found a liar by them. Not arrogant, but heavily results-driven. As far as the Alliance goes, they might not join purely out of a "we don't need to at the time being" mentality, and as to why they would go to the Golden Grotto...
Even these guys can be somewhat curious, right?

3) Are you interested in play by post, RPing in real-time chat, or both?
Play by post sounds the best, gives a lot of time for fleshing out posts. But certain fast-paced scenes or conversations sound a lot easier to manage on actual chat, as well. Both would work!

4) What about this campaign peaked your interest?
Underwater world building sounds interesting! And I just love finding out pieces of lore here and there, and getting to learn about the npcs' story and so on. Mystery and intrigue are always a good addition, too.

5) A little about yourself. I'm not an overly interesting individual, I think. I'm barely in college, should be studying for a maths exam next month, English is not my first language... Anything I'm forgetting? 'xD
 
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I'd be interested in this, if you're still looking for players

Room for more, and you're it! Still looking for another player or two!

PEOPLE WHO ARE INTERESTED SHOULD STILL POST THAT THEY ARE SO I CAN EITHER LOOK THEM UP LATER, OR IF NOT EVERYONE STARTING JOINS THEY CAN STILL GET A SPOT. :D
 
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1) What race or races would you be interested in playing? What are your reasons for these choices? What might they bring to the colony that is an advantage?
Although, I admit it is a bit boring, I feel I've always been more comfortable RPing a race that is as close to humanity as possible in most if not all fantasy settings. That being the case, I'd like to try my hand with the Pelagians who seem to be a little more exotic than the Mer while still being recognizably human. I would loose out on the ability to turn lower bodies into feet, but perhaps being able to venture deeper under water might balance that out?

2) What kind of character is your leader? What class or classes do you see them being?
I see my leading man as somewhat of a traditionalist, a staunch supporter of the status quo and rather proud of his supposed good breeding, claiming to be a third cousin to an illustrious member of the nobility. Perhaps, he might also be a product of the military or some sort of bureaucrat who jumped at the opportunity of attaining for himself wealth, fortune and a lordly title although he would never admit it. As far as the question of class is concerned, I'm undecided, he might be a swagger stick waving backseat general or a bespectacled steward doting over the numbers. And as for his opinion of this "New Atlantean Alliance"? I can't imagine him being much opposed to it, as long as they didn't get in the way of his looting and plunder.

3) Are you interested in play by post, RPing in real-time chat, or both?
I'm perfectly fine doing both

4) What about this campaign peaked your interest?
I like the idea of an underwater RP and besides its a Beckoncall Nation Builder so it's bound to be good.

5) A little about yourself.
There's really not much to say, I'm an English Lit student at Uni and I've been RPing for a couple of years or so (hopefully, i've gotten better at it). I'm Indian, red dot on the head kind, not the feathered hat wearing peoples of North America kind. I suppose that's pretty much it, if you need any more info do hmu.
 
1) What race or races would you be interested in playing? What are your reasons for these choices? What might they bring to the colony that is an advantage?


1.The Kochma, a species of Triton native to the lowest depths of the ocean. Habituated to an environment of pitch darkness, the Kochma have eyes which are a hundred times more sensitive to light than humans, an advanced sense of smell, are capable of bioluminescence, and have an extremely acute awareness of changes in local pressure. Their sensitivity to light means they often have to blindfold themselves at shallower depths during the day to avoid going blind. The bone structure of the Kochma is very thin to cope with the crushing pressure of the depths, and they are appropriately fragile. Their long, needle-sharp teeth and talons serve as natural weaponry, and Kochma prefer to rush to end a fight quickly with ferocious assaults on their enemy's vitals. Kochma traditionally survived by feeding on the detritus falling from the upper ocean layers, and generally require little food to sustain themselves.

2. The Lonbraj, a form of pelagians which reside at the same sea level as the Kochma. Pale and translucent, with an affinity for arcane magic. Have learned to be ruthlessly efficient leaders and administrators as a matter of survival. They are typically regarded by other humanoid mer-peoples as horrific in appearance, and their diplomatic skills are quite poor, although not quite as poor as the Kochma.


I'd like to play these races because they're based on examples of marine life which just seemed cool and which aren't often represented in fantasy settings. What they could bring to the colony is extreme comfort with deep ocean levels, relatively expendable workers/ warriors in the Kochma and capable mages/bureaucrats in the Lonbraj




2) What kind of character is your leader? What class or classes do you see them being?
I plan for them to be cynical, distrustful and shrewd. My leader will behave with what's best for the colony in mind, but without hesitating to make sacrifices that are deemed necessary. May demonstrate certain tyrannical tendencies. I expect them to fit a more administrative role most of the time, however they will also be a well-trained sorcerer more than capable of holding their own in a fight. I don't expect them to be pro-Alliance, at least at first.

I'm planning for a part of my people's story to be that the territory traditionally belonging to them in the depths are being encroached upon by the powerful and manipulative 'leth civilizations. My character and it's colony are here hoping to discover and secure powerful Atlantean artifacts capable of ensuring that the Kochma, the Lonbraj and other deep sea-peoples will be able to carve a nation for themselves and maintain their sovereignty. My character will be motivated both by that and individual ambition.


3) Are you interested in play by post, RPing in real-time chat, or both?
I'm fine with either, if I have the time.

4) What about this campaign peaked your interest?
Concept sounded really cool, GM sounded really cool, RP is inspired from a former success story. Seemed to have everything going for it

5) A little about yourself.
I am a young university student from Toronto. Relatively new to RP but I've been meaning to really get into it for a while.
 
PART II
  1. Name & InfoWiuhomarch Urchadainn was born on auspicious tides, to a family of plenty. His father, a mormaer of great repute always in close proximity to the rí ruirech himself and his mother, a princess of great beauty and grace. Sadly though, despite her good breeding and poise she was as fate demanded a simple salann vif or "salt wife" that is a woman who was captured in some unfortunate sack and made to bear children for her captor. Although as per law Wiuhomarch was entitled the same inheritance his other brothers, all sixteen of them, would of right be expected to claim, he was not immune to the rather contemptuous attitude his family and the nobility at large had towards him. Like all the other males of his caste, Wiuhomarch was trained in the art of war as soon as he was able. In this he showed great prowess, beaming across the great ocean atop his mount and practicing the fine art of sticking inanimate objects with the pointy end of his lance. Soon thereafter, he would accompany his illustrious father in numerous campaigns of conquest and pillage, collecting riches and claiming salt wives of his own until desperate circumstances prompted his exodus to new frontiers. Wiuhomarch is more often than not dressed the same as his loyal elite retainers, although his armor does posses some unique heraldry, a personal coat-of-arms that he adopted upon leaving his old life behind. Featured quite prominently in it is the ancestral sword of his house Freagarthach, "The Whisperer" a unique wavy weapon that he stole before departing, said to have been forged by the gods themselves with the ability to pierce any armor made my man or mer.
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  2. Customs & ReligionThe Pelagians unlike perhaps the other nether races have never quite been able to constitute themselves into a single body politic. Not for a lack of trying, indeed numerous attempts at empire have been made in the past, all with varying degrees of failure. It would seem that the peoples of the deep water loathe the word centralization. Numerous petty mormaers or "sea lords" dot the Pelagian heartlands, each with their own shifting loyalties and longstanding animosities. Of the many independent rulers of this shattered realm none were as powerful or indeed as feared as the rí ruirech or "overking" a title that was at least as per its mythical origins earned rather than inherited. In recent years however the title and the realm that came along with it was passed down the generations, albeit with an element of election whereby the most prominent vassal mormaers would choose a successor from among their persons to don the ceremonial robes and wield the slat na rígheor "rod of kingship" the primary symbol of a Pelagian king's legitimate authority and a popular symbol in familial heraldry.
    • Nobility & The Caste System:The caste system and its pressures on Pelagian society are quite apparent to behold, each individual by virtue of their birth is assigned a particular purpose in life. Any deviation from this preordained purpose can result in harsh reprisals from society at large. The highest rung on the pyramid is held by the priesthood, their mastery of the letters and their closeness to the gods via ritual and mysticism makes them highly respected members of Pelagian society, so much so that no member of a lower caste may gaze directly upon their majesty. Thus they are often draped head to fin in robes made from algae or seaweed dyed in a cornucopia of splendid colors, leaving only the slits of the eyes bare. Next in line are the láech which literally translates to warrior or hero, they are the ruling nobility of Pelagian society, bred from birth to be fierce in the field of battle. Those born into more affluent houses are taught from the moment they are able, to ride the Hippocampi until it is almost second nature to them. The bond between rider and mount is great indeed and it is not unusual to spot graves dedicated to loyal mounts right next to the plots reserved for their master. The third rung in this system was reserved for traders and skilled artisans, indeed all Pelagians involved in some sort of commerce would most probably be a member of said cast, although they were never outright persecuted the members of the upper casts view their kind with much disdain. For one, greed was widely held to be a moral evil and one that was usually associated with the trading classes. Secondly, those in the upper castes were more than a little perturbed by the growing material prosperity of the trading classes without them having even a shred of the good breeding they possessed. Finally, at the bottom of this pyramid lay the geàrrach, the word itself has been at different times translated as "excrement" or a "diseased body", the etymological derivation of the word perhaps gives us a sense of the way in which Pelagian society views the geàrrach. Burdened with the task of menial labor until the day they die, the geàrrach have grown thicker scales and bulkier bodies, loosing much of the color and splendor associated with the average Pelagian. This is possibly due to the living conditions they must endure, huddled under dark cavernous structures at the lowest possible depths of the ocean. Some members of the nobility consider their kind to be abominations and an affront to the gods and do not hesitate in having some culled arbitrarily.
    • Religion:The Pelagian faith unlike its political structure is really quite an organised and powerful force, commanding respect from even the most notorious warlords in the region. This wasn't always so, being polytheistic in nature meant that the veneration of a particular minor deity and the customs and traditions that went along with it were bound to vary from place to place. Destruction of temples and holy orders dedicated to a god deemed unfavorable to the monarch's cause were routine and plenty. Adultery and hedonism ran rampant as moral and philosophical teachings regarding the right way of doing things were cherry-picked as the situation demanded. It was only under the reign of the twelfth rí ruirech, a period of uncharacteristic peace and prosperity, that a council of twenty grand priests reconstituted the faith, rigidifying the existing cast system and canonizing a set of eight true gods and goddesses who's worship was standardized and encouraged. Although the overkingship would fall within the next decade, the changes made by the council of twenty continued to affect the religious lives of Pelagians ever since. None were as affected as the geàrrach however for the council barred them from entering any temple or institution maintained by the faith, effectively excommunicating them from a religion they had adhered to for a millennia. While lay members of the clergy were technically required to preach to the geàrrach this was rarely if ever done, leaving them to adopt numerous primitive and cultic practices ranging from ancestor worship to by far the most prevalent, the cult of Aboleth. A semi-organised religious phenomenon that centered around the worship of the ancient Aboleth and it's successor races, it's practice was of course considered extremely heretical and its adherents slaughtered but the lower casts continued the practice in large numbers albeit in secret.
    • Marriage & Descent:Pelagian society follows a patrilineal kinship system and is heavily patriarchal in nature with women occupying few if any positions of authority. The geàrrach are a slight exception to the rule as they are required by law to have polyandrous unions and thus trace descent through the female line. Men are allowed to take multiple women as wives, although certain restrictions are placed on the exact number in accordance with class. All children born out of a legitimate union have equal rights to the father's inheritance, excluding females who are entitled to only 1/3 of what is claimed by the nearest male descendant. Marriage is considered to be civic matter, not a religious one and thus does not require a priest to officiate it, although some in the nobility prefer that they do. Traditionally, all that was required to have a marriage be legally binding was a show of force, whereby a man or a group of men were to kidnap women from the nearest settlement or tribe and wed them in a short ceremony. In time of course this changed, at least among the upper castes who arranged marriages in advance while continuing to retain a mock 'chase the bride' ceremony.
  3. Goals & AmbitionsThe succession laws of Pelagian society were quite archaic in that it almost encouraged fratricide upon the death of the father, in order to secure a larger portion of the inheritance. This of course often resulted in those quite low in the line of succession setting up adventuring parties and travelling to rival courts with hopes of eventually pressing their claims, or even conquering smaller realms for themselves. Those that did not flee were then embroiled in years of intrigue or outright conflict that resulted only in death and destruction. Wiuhomarch, quite aware of his position chose the former option financing an expedition to new uncharted lands with hopes of great wealth and plunder, enough hopefully to reclaim the inheritance unjustly taken from him.
  4. Faction Demographics
    Unskilled Workers 1 x 25 = 25
    Skilled Workers2 x 21 = 42
    Hunters2 x 21 = 42
    Priests 6 x 6 = 36
    Pelagian Elite 5 x 15 = 75
    Hippocampi Cavalry 8 x 10 = 80
  5. Jewel of Divinity - Blood
 
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1) The Primus - The Primus is the name and title of the leader of the Polypals. The title directly descends from the first and oldest Polypal, the Primogenitor who's memories and genes have been selectively passed on in an unbroken line. While all Polyps are distantly related to each other, the Primus was specifically selected by the past Primus to rule and carry the wisdom and genes of the Primogenitor. Thus, the Primus serves as a political and "spiritual" leader of the Polypals for the Primogenitor is considered the "creator" of the species and all are made in it's image. There is nothing greater to the Polypals than their own creation and survival.

2) The Polypals are a collectivist species that seeks the best tools to continue their race's survival. In fact, one of the most respected beings of the Polypals are the Aboleths for they have been around since before time. Subsequently, one theory about the origins of the Polypals is that they are distantly related to the Aboleths since Polypals seem to have the ability to control bodies though through a non-psionic manner. Another theory is that the Primogenitor had consumed an Aboleth and developed these abilities. There are a few theories floating. However, the truth is not certain as not ALL the memories of the Primogenitor were passed on for one reason or another. Regardless, the Polypals aggressively seek means to improve themselves and better adapt to the times so that they will continue to survive through the ages. Gods rise and fall, Empires expand and fracture, but there is one constant law in this world. Only the fittest survive and the Polypals will do all that they can to become the fittest in this age and the ages to come.

This rather straight edged view of the purpose of life makes the Polypals (or at least the Primus) see the Alliance as foolish, but the Alliance offers a wide marketplace of ideas and other delectable things. If something is done that does not contribute to survival, then it is a waste of time, energy and effort for the Polypals. Consequently, elder/ancient races who have survived through at least a few ages are afforded some respect, and particularly interest for it is abundantly clear to them that they have SOMETHING valuable or unique that enabled them to survive for so long though it may be possible it is a fluke or random chance. That is the general view of the Infesters and Mimics of the Polypals.

The Tendrils are intentionally given less memories and more space to develop more of their own personalities, partially due to their lesser intellectual and physical capabilities, but also due to the fact that they are used as metaphorical tendrils, probes and test dummies for new ideas. After all, once in a while they happen to serendipitously come across something amazing that the Polypals were not aware of before. Thus, like little children, they listen to their parents and accomplish what they are told but are given some autonomy to make mistakes and experiment. Like children... they also seem to never tire and have abundant energy.

3) Goals and Ambitions - The Polypals have come because many others have come. This rush of migration and colonization exposes many new ideas, discoveries, tools, species, and delicious traits. Though Polypals are seen as parasites, that doesn't mean that some sort of symbiotic relationship can't be established despite the perception that others may have of the Polypals. Let the others treasure the past and bask in lost glory, trivial honor, false faith and sentimental value. The Polypals will glide forward to the future through the ruins of failure and pick the "gems" along the way.

4) Faction Demographics - Alliance
200 Tendrils (100)
20 Mimics (80)
20 Infesters (120)

5) Astral
 
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Part II

1) Shirvein Umnath, viscous witch and colony crone. She's a calculating, manipulative, fierce, and vain ancient sorceress (witches extend their lives through tendril vampirism) who is excited to depart Daelnadu—her enclave of birth—to found an enclave of her own. But great opportunities often come with great risks. As the leader, any and all enclave failures will be Shirvein's to bear. And she understands that too many failures, or even one major one, will invite a revolt from her witches. Such is the life of a scyphon crone.

2)
Physiology: While scyphon share an affinity with jellyfish, physically speaking they are closely comparable to the more common varieties of merfolk. They have tails in place of legs, and can breath both air and water. In terms of length scyphons average between seven to eight feet, with females typically being larger and more muscular than males. Common skin colors for them include: slate blue, cerulean, sage green, and shark grey; with their tail scales and fins usually being a shade or two darker than their flesh. Their average lifespan is between 70 to 85 years.

The most distinguishing trait of scyphon is their immunity/invulnerability to jellyfish stings and poisons, which allows them to safely cohabitate with one another.

Reproduction: Oviparous. Females select a male to copulate (internally fertilize) with. Once fertilized, the egg is immediately layed, and then carried to the enclave nursery by the male. Most females develop a single egg annually, but regular sexual arousal and intimacy with a male greatly increases female egg production.

After hatching male and female "whelps" are separated to prevent the generally larger females from bullying or killing the males. Even with this precaution deaths in the nursery are not uncommon, as violence between whelps regularly erupts. Enclave nurseries are attended by adolescent scyphon (between 11 to 14 years of age) until the whelps reach adolescence and begin their four year servitude for the enclave's adults.

Diet: Carnivorous. Staple foods include: anchovies, sardines, mackerel, swordfish, grouper, snapper, octopus, squid, crab, lobster, shrimp, oysters, clams, and conch. Jellyfish consumption is forbidden.

Habitat: The preferred depth range for an enclave is between 100 to 300 meters. Besides being home to the scyphon, enclaves are populated by hundreds (often thousands) of jellyfish, most of which ceaselessly glow with a dazzling pink bioluminescence. Because of this enclave sites are selected for their water conditions, proximity to resources, and defensibility as opposed to seclusion.

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Scyphon Enclave

Culture: Every known scyphon enclave is matriarchal, with females holding the prestigious and influential roles within the community. As a result, males are treated as second class citizens by females; and male scyphon are generally extra respectful and deferential towards females.

In terms of government, enclaves are autocracies ruled by a dominant female witch known as a crone. These crones typically have an inner circle of advisers consisting of other senior witches, a battle champion, the crone's sister, a master emissary, a master artisan, and a chief outswimmer.

Scyphon societies are proudly hierarchical. At the bottom are adolescents (11 to 14 years of age) who are assigned as servants to adults, with females serving females, and males serving males. These young servants perform menial work such as food preparation, cleaning domiciles, tending the nursery, mending broken items, gathering near the enclave, and disposing of garbage.

Just above adolescents are the males. While just as intelligent as their opposite sex, they are viewed and treated as the pawns of scyphon society. This is how it's always been, and this is how it will likely remain. Most males accept this fact before they ever reach adulthood.

The next tier of scyphon society is the females, who are generally divided in five groups: artisans, warriors, outswimmers, witches, and emissaries. Artisans are the builders, smiths, artists, sages, and skilled labor of the scyphon. They are responsible for building, maintaining, and improving the enclave, as well as furnishing its people with proper tools and equipment.

Outswimmers are females who explore the waters around the enclave in search of treasure, sunken ships, and new resources. It is an incredibly dangerous responsibility – so dangerous that even the warriors admit that, on the whole, the outswimmers are the most courageous scyphon in any enclave. Because of the risk outswimmers are armed and capable of defending themselves should the need arise.

Emissaries hold a small but important role in scyphon enclaves, they are the information agents of the crone, or more plainly said – her spies. It is the duty of the emissary to investigate, eavesdrop, interrogate, and uncover any and all plots against the crone, whether they originate inside the enclave or outside it. Emissaries are spoken of as the scyphon equivalent of ambassadors to those outside their race, but the people of the enclaves know differently.

Militants: Like other scyphon roles, the warriors of an enclave are divided into two distinct divisions: harpooners and battle sisters. Harpooners, which are strictly male, function as an enclave's light infantry. They wear little to no armor, which allows for maximum mobility, and are armed with short harpoons and serrated daggers.

Battle sisters, made up of the larger and stronger females, function as an enclave's heavy infantry. They are protected by sharkskin leather tail barding, as well as breastplates and bracers made of dire crab shell. Battle sisters are armed with heavy harpoons, sea turtle shell shields, stinging tendril nets, and serrated daggers. The highest ranking battle sister, known as the crone's sister, is determined through combat.

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Viscous Witch: At the top of scyphon societies are the sorcerers, the viscous witches. These arcane awakened merfolk can tap into and harness the elements and tissues that make up jellyfish, as well as connect with the psychic and sensory experiences of the animals. Some of the spells/abilities of witches include: jellyfish control, jellyfish conjuration, tendril projection, tendril vampirism, and gelatinous regeneration.

When it comes to scyphons, witches are born, not taught. One can expect roughly five percent of a given enclave to be witches. Surprisingly, males can be witches, though they are much less likely to be "awakened" (1 in 17 witches). Male witches, while just as valuable and powerful as their female counterparts, are often vexing in scyphon society, as their elevated status rubs against the matriarchy. But as much as females might resent male witches, most understand that the more sorcerers an enclave has, the safer and stronger it is.


3) Shirvein's long-term goal is to build a strong and beautiful enclave to serve as a hub for scyphon as well as other alliance races. Her more immediate goal is to secure her people's safety, and to establish and maintain peaceful (ideally beneficial) diplomatic relations with her surrounding colonies - or at least enough of them.

4) 300 starting points, alliance member
Type (# of) = points
Witches (4) = 28
Master Artisan, Builder (1) = 6
Emissaries (2) = 10
Outswimmers (12) = 36
Battle Sisters (14) = 70
Harpooners (35) = 70
Artisans (40) = 80


5) Nature
 
Part 1 -

1) I am interested in playing merfolk. I usually go for weirder or more exotic species in these kind of things so it should break things up to try the closest thing the setting has to a widespread every-man that will hopefully help me ease into the setting. Plus they always served me well as a deck in MtG, Lorwyn merfolk for the win! I think they'll bring a solid all rounder to the colony that'll mix skill and numbers which can go hand in hand with my plan on how to use them.

2) For my leader: When I try to sum them up I keep coming back to the bards from the college of lore. Not a grand fighter or sorcerer but a abler in all trades and someone who loves learning things that helps them understand the story of the world around them and shaping new one's of their own. A leader who is naturally charismatic and can perhaps harness the more esoteric magics of the world. After all if these guys are perhaps descended from regular humans then I like the idea of some of them being something like a "Siren Child". Sound is supposed to travel better in water after all!

They would be a member of the alliance, having come from a faction that was one of its founding members and has been sent by the higher powers to serve as a diplomat. They would have put themselves forward for the role because IT'S ATLANTIS! The lost city of Atlantis! How could an amateur historian and mystery junky not leap at the chance to find the lost secrets of an ancient empire that once shaped the very seas they live in?

3) I'm a play by post person. Not opposed to some discord chat but I've learned the hard way that work and timezones just make it too tough for me to keep up with things.

4) Well I'm an addict for your RPs it seems. I'm a fan of collecting that sweet loot and creating that sweeter lore as the colony takes on a personality of its own.

5) This the 2nd RP I'm now joining as I get back into the hobby after a long time away. We've done this dance before you and I... but this time instead of getting my time and attention drained by work I'm getting distracted by a new puppy who goes nuts every evening. But he loves to sleep in so it balances out.
 
PART II

1) Your character:
Thoe Yashde, mantis shrimp.
Stoic as they get, Thoe shares a sense of cold bloodness with most mantis shrimps, disregarding petty matters like curtsies or long standing vendettas, being highly practical and down to Earth instead. Their beliefs that every species belong to the ocean one way or another keeps her from killing everything on sight 24/7, or allowing others to do so. This might have developed on a sense of curiosity out of boredom. She's one of the "mace punch" shrimps, a four feet tall warrior and leader on the tribe, whose tasks is assumed to be to protect them from outwardly threats.

2) Info about your faction:
Habitants of the sandy shallows and coral reefs, it's been some time since groups of mantis shrimps ditched living at their lonesome to form small communities of their own. Mostly working their way through force, each "tribe" is fiercely independent, looking first and foremost for what would benefit them, and on how to secure their place on an ever changing ecosystem. They still have developed a way to communicate in "common" with other species, even if just in a very high register, mostly because of their belief system...

Beliefs: They believe there a balance in all things. Overhunting leads to extinction of species, and those gone being replaced by stronger, more dangerous ones; Underhunting leads to overpopulation. They have a place as does any other creature in the ocean, and to ask more or less than that is to look for trouble. If they can help keep this balance, they will strive to do so. They see the Alliance as a glorified version of this problem, or as a way to cheat the established order. If time goes on, however, and the Alliance ends up becoming the established order... They will most likely change their mind on it, and join.

Organization and physical traits: They are, still, voracious predators, and only the mace-hands (with a pair of appendages like heavily mineralized clubs) have the trademark 22-caliber bullet-punch. The lesser shrimps have claw arms that slash and grab prey. Their leadership system is loosely based on "whoever is most fit to be in front at the time being" which may involve several hours of in-fighting until one can stand as a victor, or any of the fighters falling in place after the leader passed away. This tend to not be much of an issue as tribes tend to be so small that agreements are made before they end up endangering everyone else by killing each other. Being a mishmash of variations of the same species, the skilled workers have to direct the (way smaller) unskilled workers to do most anything than needs doing, with no formal organisation established on the matter.
They all possess an amazing vision (from deep ultraviolet to polarized light), and have a secret language based on colors they weave with their hands. They play-fight in their spare time, and the non fighter ones make do with their appendages to make intricate engravings on the coral caverns they live in, but most tend to not stray from the shallows' area too much.

3) Goals and Ambitions: Settle down, secure the longevity of the tribe, make sure the ecosystem stays the same for as long as it can, in that order.

4) Faction Demographics: (200 Manpower to spend)
40 Unskilled workers (20 points total)
20 Skilled workers (20 points total)
15 Skilled warriors with gear (45 points total)
23 "Mace punch" warriors (115 points total)

5) A Jewel of Divinity: Earth Jewel
 
PART 2
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The Vythan Republic
Your Character - Asterion "Astor" Syrenis
As his name suggests, Astor is descended from one of the old siren bloodlines that were among the first settlers of the Vythan reefs. For the most part he has served in a clerical role within his local government, owing his higher rank to an easy charm and winning smile more than any grand deeds of service. Everyone in mer culture seems to know that there is a supernatural colouring to the effect siren children give off to others that may not be fair but they're always so disarming about that most seem happy to let it slide.


One deed that does set Astor apart from his peers: Despite his lack of personal prestige, Astor has long been a patron of the arts and cultural scholar. He has published essays and treaties on an array of subjects and made himself a reputation as a polymath with potential in his home city. Yet one subject he always comes back to is Atlantis, to the point that he has begun to challenge the leading experts in Vythan.

So it was with a youthful eagerness that Astor put himself forward as a candidate to go on this expedition to form a foothold colony on Atlantis' supposed doorstep. And it was with great horror he was told he would instead be leading it and all the responsibilities that entailed.

Faction Info - The Vythan Republic
A relatively young faction. The Vythan Republic is located in the bright and summery waters of the Vythan Reefs from which the republic takes its name. Made up of a collection of allied city states, each claiming a level of autonomy from each other except for the collective laws and agreements made among the representatives each city sends to the "Lagoon Council".

After years of rivalry and sporadic warring as independent cities the now mostly United republic has entered a new renaissance, setting its eyes to the outside world and embracing the concept of globalism. Unsurprisingly then they embraced the idea of joining the growing Atlantean Alliance, eager to put their hands to shaping the future and to gain together what could not be gained alone.

Goals and ambitions
Astor's official task is to form a foothold colony for the Vythan Republic and to prove their worth and standing within the alliance. The NAA has appointed him a diplomat, to help smooth any tensions between the other members and promote further unity.

Privately he is jumping at the chance to uncover the secrets of Atlantis.

Demographics -
The Vythan population is mostly made of of merfolk, its lands mostly encompassing the warm and shallower waters mixed with 'dry lagoons' where the merfolk easily thrive.

Citizens (unskilled workers) - An average merfolk and citizen of the republic. They lack ant skills and resources to mark them out and have come on this expedition as basic labourers to make something of themselves.

Guilded Citizens (skilled workers) - Often older merfolk. These citizens are those that have proven their skill in a craft. They hold licences to play their trade as part of a guild and to take apprentices so long as they might provide for them.

Soldiers (spearman) - The rank and file soldiers of the republic. These citizen soldiers are trained to fight in light armour and with spears in squads of 10, often working in concert with other squadrons. A half cohort has been sent as a security force by the republic.

Nautilus Guardsmen "Naughts" (Armour clads) - Named for the shell shaped pauldron they wear on their right shoulder. These veteran soldiers are more experienced and have deemed themselves suitable for higher training and to be trusted with superior equipment. Within the cohorts they serve as squad sergeants and body guards to officers.

Magos councillor (mage) - The centre of magical learning in the republic. The magos of the Wanderwine Sanctum have historically stayed out of the past political conflicts the Vythan cities, dedicating themselves to the pursuit of knowledge and the higher arts. Yet many question their claims of neutrality, as the republic's current structure seems to mimic the power balance of the inner sanctum to an uncanny degree.

Tide Readers (Priests) - The priests of the pure tide seem to fly in the face of the Vythan Republic as it stands. In a culture that found its strength in uniformity and logistical organisation, they are a scattering of religions that worship the mercurial gods of the tides that cling to the old ways. Yet many find comfort in them and their archaic brand of ancestral worship. Their blessings hold great weight to many merfolk leaders and many more would argue their influence helps keep the sanctum in check. That is why it was decreed that an equal sized contingent would accompany the magos of the colony.

Population list:
60 unskilled workers (60pts)
20 skilled workers (40pts)
45 spear warriors (90pts)
10 Armour Clads (40pts)
5 Mages
5 Priests (70pts joint with mages)

Wealth: 4

Tear: Air

Alliance Member
 
This is absolutely fascinating! I'd be down for this.

I'm aware this RP has already got plenty of attention, any chance you're looking for an additional participant?
 
This is absolutely fascinating! I'd be down for this.

I'm aware this RP has already got plenty of attention, any chance you're looking for an additional participant?

As soon as the pace settles down we’ll be open to new additions. I’ll keep you in mind for dibs!
 
1) What race or races would you be interested in playing? What are your reasons for these choices? What might they bring to the colony that is an advantage?
A race of large sea reptiles obsessed with pursuit of their ideal of self perfection. Utilizing alchemical principles to pursue the continued enhancement of their species. They call themselves the Draconis. A more derogatory term for them would be Serpents which they take as an insult to their ideals and beliefs.


2) What kind of character is your leader?
The ruler of this colony would be a Supreme Sage, one of their ruling Alchemist Priests whose purpose is to govern his people while also pursuing the improvement and evolution of it to further ascend his portion of the species towards the concept of the True Dragon. They have a very cult-like mentality and the ruler is charismatic in his own right.


3) Are you interested in play by post, RPing in real-time chat, or both? Presently I am thinking mostly PbP, but if more than one player can be in chat at a time, certain debates, political events, or even adventure/exploration can happen in real time... depending on interest and capacity to line up at the same time. Alternatively, Single players might have 1 on 1 walkthroughs of "town" where they examine/address things happening in the community.

Generally up for Pbp but am open. I prefer to stay flexible when possible.


4) What about this campaign peaked your interest? So I can be sure to "give them what they want", what aspects of RPing do you most enjoy? Diplomacy? Exploration? Getting Loot? Hack and Slash? Intrigue? Stealth? Mystery? Whatever attracts you the most -- If there are common favored themes I will be sure to put more thought into those aspects. Any of the above may be a part, though needn't necessarily be.

Curious to see where this bunch of crazy dragon alchemy cultists can go or will go if given a chance to explore them.


5) Middle aged and generally enjoys a variety of games and settings. So I always enjoy the chance to explore something like this game.
 

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