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Atlantis Factbook

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Nova Atlantis
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Atlantis Factbook

Postby Nova Atlantis » Sun Nov 20, 2011 12:05 am


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The Imperial Federation of Atlantis



Table of Contents
GENERAL
1.1: General Information
CARTOGRAPHY AND GEOGRAPHY
2.1: Stellar Cartography
GOVERNMENT
3.1: Governmental Structure
3.2: Political Divisions
3.3: Military
3.4: Military Specs
INFRASTRUCTURE
4.1: The City
4.2: The Economy
HISTORY
5.1: History
CULTURE
6.1: Social Culture
6.2: Calendar, Language, and Numeral Systems
6.3: Religion
DEMOGRAPHICS
7.1: Demographics




1.1 GENERAL INFORMATION
- Official Name: Imperial Federation of Atlantis
- Common Name: Atlantis, Atlantean Federation
- Population: Approximately 250 Million
- Government Type: Constitutional Monarchy
- Homeworld: Cirrus (formerly), Nova Atlantai
- Capital City: Tikal
- Current Sovereign: Empress Atlantia, House of Iren
- Official Language: Atlantean
- Basic Monetary Unit: Credit
- International Relations: Isolation
- Relative Location: Ithika System, Orion Arm, Milky Way Galaxy
Last edited by Nova Atlantis on Sun Oct 07, 2012 7:20 am, edited 17 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
Atlantis Factbook
Exceeding our reach--the prologue to the upcoming Shadow of Dreams arc

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Nova Atlantis
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Postby Nova Atlantis » Sun Nov 20, 2011 12:05 am

2.1: STELLAR CARTOGRAPHY
The Ithika System
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Ithika Cluster core map. Click for full size.


The Ithika System is a small star cluster located within the Orion Arm of the Milky Way Galaxy, some 2,000 light-years from Sol. The system has been divided into three main sections, the Inner Core, the Outer Rim, and the Expanse. The Core consists of three stars; a class G yellow dwarf, a class K orange dwarf, and a class F white star. They orbit each other in a rare but stable tight ‘figure of eight’ formation. The second section of the system is the Outer Rim; a class M red dwarf star, and a white dwarf star orbiting the Core, on opposite sides of the system from one another. The largest region, the Expanse, consists of the system’s Oort cloud, as well as a binary system of Brown Dwarfs, a mysteriously thick nebula patch about a third of a light-year wide, and a visiting class O blue giant beyond it.

The Ithika system is an odd beast. Mysterious ancient ruins dot the system, both in space and on the various worlds. In addition, the system’s layout is very suspicious; to our knowledge, no other system yet discovered has a figure-of-eight orbit, combined with a dual-red dwarf binary system surrounding it. The nebula complex shouldn’t exist either, or be as thick as it is. Finally, the habitable worlds themselves are suspect—all of them seem like different experiments. As an example, Nova Atlantai’s biosphere is entirely lifted from Earth’s, though various modifications have been made: various extinct species exist, and some groups have evolved differently.

Ithika is in all likelihood not a natural-made system. The Federation has created a large research division to study the system in-depth and uncover its secrets.

The Inner Core

Also known as ‘The Three Jewels’, the Core consists of three stars in a tight and stable, but very unlikely ‘fight of eight’ orbit—an orbit so close they all share the same Kuiper belt. All three stars are standard main sequence stars of the G, K, and F variety. This area of the system contains the biggest amount of resources in the system, as well as most of the habitable, life-giving worlds.

The gravitational disturbances make the system a difficult place to navigate with most forms of FTL. Even the advanced Atlantean jump engines, advanced enough that they no longer need true subspace nodes to plot a jump, require caution and careful coordinating to make sure they don’t fly into a star. To help circumnavigate the problem to an extent, a small (but growing) network of jump portals have been constructed near the more populated worlds, to allow for easy civilian and economic travel. To anyone without up-to-date maps of the eddies in the system, FTL travel is at best cumbersome and at worst fatal.

Ithika A
Ithika A is a typical F class white main-sequence star, much like Procyon or Polaris. It is about halfway through its lifespan.

-I Macale:
A small rocky world about the size of Mars, Macale is a mostly dead and uninteresting world. It has a thin (though still thick enough for some cloud creation) atmosphere of chlorine and carbon dioxide, and its terrain mostly consists of yellowish jagged mountain ranges and craters separated by the occasional empty plain. One phenomena of particular note is the ‘Bullseye’—a massive crater created by a protoplanet during the system’s early days. It was large enough that Macale was nearly shattered into pieces. The shockwaves were powerful enough to create a giant chain of mountains and cliffs on the crater’s antipode.

-II Abador:
A world toxic to carbon-based lifeforms, Abador's atmosphere includes copious amounts of chlorine, CO2, and sulfur dioxide. The oceans are made of sulfuric acid, and hydrothermal vents dot the hot, oppressive surface. A seemingly dead world, Abador was initially passed over by the Federation in its study of the system. It wasn’t until almost a decade after settlement that the first landing probe was launched—and the fleet discovered a fully-functioning silicon-based ecosystem. Forests of crystalline towers dot the lowlands, their ground tendrils linking one another into larger collectives. When it is time to spread their seed, the towers shatter, throwing shards everywhere to populate the landscape. Ground and flying animal analogues exist in a symbiotic relationship with them, though it has been proposed that they may be all part of one giant creature.

A handful of alien ruins here have managed to survive the ravages of time, and the Atlanteans have committed three major research stations in orbit, as well as a resupply station.

-III Arhal
The third planet in the Ithika A subsystem, Arhal is a lifeless, inhospitable desert world. It did at one time however, support life as well as water. There are vast areas of the planet created by water erosion, and studies have confirmed numerous fossil sites. Whether or not any life remains in underground oases or in microscopic form remains unknown. At any rate, the atmosphere is hostile to average oxygen-breathing life, and as such all study of this planet requires suitable protection. Dust storms ravage the planet; their size and intensity comparable to those of Mars.

It is thought that Arhal was once within the temperate ecozone, but was thrown inward towards the star by Hardael’s migration into the system. It is the only world that survived the migration; as it is, it still suffers from occasional heavy bombardment from its fallen brothers in the Takara belt. Atlantean presence here is limited to an orbital research station and a small number of bases scattered around places of interest---most of them involving the alien ruins littering the planet.

-The Takara Belt
The Takara Belt is a large, thick asteroid field surrounding Ithika A. It was formed by Hadrael’s migration into the system, and the subsequent collision and destruction of at least three terrestrial worlds. There are still full-on planetary fragments in orbit; treasure troves for miners and great hiding places for those not wanting to be found. As it stands, the Atlanteans have invested in a considerable mining presence here, with bases scattered all across the field. It is easier to gather as much raw material as they need from asteroids than from planetary surfaces, and they have made a conscious decision not to dirty their own new homeworld with mining. As such, the bulk of Atlantean mining comes from this asteroid belt. The biggest complexes are the Osari Complex, Ikari City, and the Merai Network, but they are by no means the only ones; hundreds more exist. Many Atlanteans actually live out in the belt; current estimates put them at over a million inhabitants. It is a haven for outcasts, pirates, and criminals to get lost in, and a harvesting ground for various mercenary groups.

Alien ruins are present here as well. In particular, one massively large construct, dubbed ‘The Leviathan’ is hundreds of kilometers in diameter. All attempts to explore this construct have failed; most teams assigned to explore it have mysteriously vanished. Those few who did not quickly surrendered to madness. Command has since quarantined on the construct; no one is to approach it.

- Hardael
Hardael is a small blue ice giant with thick rings about the size of Neptune. It most likely originated from one of the outer star systems, migrating inward and in the process displacing the native planets, creating the Takara Belt in the process. It has a medium-sized ring system, five large moons, and twelve smaller, irregular ones. The fourth moon is Nova Atlantai, the new homeworld of the Atlantean people. The planet itself is a hotbed for gas mining; dozens of massive processing stations exist within the upper cloud layer of the planet, with dozens more collecting stations laying higher in orbit. Collector ships dive deep into the planet’s atmosphere to collect, before pulling back out. Alien constructs and platforms have been discovered in these deeper layers, but they have not yet been explored, nor has any mapping project seriously attempted to locate them all.

One thing that makes the ice giant notable is the existence of a floater ecosystem. An entire form of life flourishes in the atmosphere, floating and gliding from one location to another. Many are somewhat transparent, but have various lights to guide their way. Life here can be organized into a number of different types:

Gas Bags: Bag entities that hold hydrogen to keep them afloat in the somewhat heavier atmosphere. They tend to grow in batches and are explosive.
Floaters: Floating disk-like creatures that soak up light.
Gliders: Manta-ray-like creatures that swim through the clouds and travel in pods.
Motherships: Massive creatures that exist further down in the cloud layer, moving further up only to feed.
Sliders: Snake-like creatures. Some are parasitic or symbiotic with the motherships.
Inhalers: Jellyfish-like creatures that move much in the same way. They are much more complex than jellyfish, however.

There is no knowledge yet if any of these creatures are intelligent.

Moon:- Akana:
A medium-sized moon, Akana is covered entirely in water. Likely a former ice moon from before Hardael migrated inward, Akana is covered by a perpetual planet-wide tropical storm system, a side effect of having no landmasses to impede hurricane creation. High winds and electrical storms prevent the Federation from doing much with the planet, though some minor fishing endeavors have taken up the challenge. The science council has proposed installing flying electrical storage facilities for energy use.

Moon:- Xani:
Xani is an unnaturally perfect twin of Mars. It is somewhat smaller, but the similarities are unmistakable. It has a thin atmosphere of carbon dioxide, water and more CO2 locked in the poles, and red dirt. It even has its own version of the Valles Marineris. The science council has proposed terraforming the planet as a second homeworld for the Atlantean people, but considering the number of habitable worlds in the system and the expense of terraforming, this project will likely never get off the ground. That said, the planet does contain a number of settlements, ranging from scientific and military to civilian. The total population is that of a few hundred thousand.

Moon:- Tyrinth:
Informally known as the ‘Junkyard Planet’, Tyrinth lives up to its nickname in spades. Whatever alien species existed here, it is obvious Tyrinth was their dumping ground. Ruins and toxic material litter the planet, broken up by large run-down facilities of unknown purpose. The planet is covered in a thick toxic smog, so much so that light has difficulty getting to the surface. The sheer level of radioactivity has forced the Federation to quarantine the planet to all.

Moon: -Nova Atlantai:
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Nova Atlantai Topographical Map. Click for full size.

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Nova Atlantai Biosphere Map. Click for full size.

Well over seventy-five percent of the Federation’s civilian population live on the new Atlantean homeworld, Nova Atlantai, the fourth major moon of Hardael. The planet—and thus the moon—are located within the star’s temperate ecozone, at about two and a half AUs in distance from the star itself. Nova Atlantai is a class M moon, about the size of Titan. It is a somewhat cool world, with its tropical regions being decidedly temperate, and its polar regions highly exaggerated from the norm. However, it is also a fairly wet world. Despite hosting a number of grasslands and deserts, the moon is also known for its expansive temperate rainforests. The moon has three separate continents. Adhara is the largest, a long and narrow strip of land centered on a central mountain range that extends from near the north pole into the deep southern polar regions. To the southeast lies the smallest of the three continents, Nikiea, a highly elevated landmass centered on a number of plateaus. Finally, to the northeast lies Enkei, a more low-lying continent with only a few large mountain ranges running through it. Its southern areas form a giant archipelago in the tropical regions.

The moon is politically divided into twelve administrative states, each centered on a major pre-planned city. Each state also contains many smaller cities and villages. These twelve states form the cornerstone of the Atlantean political system, with their representatives being present in the Senate. Offworld settlements and territories are administered directly by the government via colonial authority. The moon is orbited by a plethora of space stations and drydock facilities, as well as a large jumpgate—the central nexus of the hub.

Nova Atlantai’s biosphere nominally parallels that of Earth’s Pacific Northwest environment. The tropics are filled with steppe desert and temperate rainforests, while massive icecaps and tundra dominate the extreme temperate regions and poles. Life is far more diverse, however. While all of it has a direct analogue to Earth (to the point that it has been determined that many species are in fact identical), many of them hail from the Pleistocene era such as mammoths and wholly rhinos. Even weirder, there are a small number of dinosaur species; types of raptor and cerapod that have adapted to the cold climate.

The oceans are the strangest of all; rather than dominated by fish, only a few vertebrates (sharks and a handful of boney fish) inhabit the seas. Instead, they are dominated by mollusks and ‘silver swimmers’, a type of crab larvae that evolved to never mature but instead diversified into an entirely new group of animal.

Moon:- Ikana:
A marginally habitable world, Ikana is, like Tyrinth, littered with alien ruins. Thankfully not toxic or radioactive, the planet still lacks many of the requirements for an Eden class world, such as an ecosystem, or readily available fresh water. Luckily, the atmosphere itself is breathable, and temperatures are decent up on the tops of massive towers that jut up from below the thick smog layer on the ground. A handful of minor colony settlements have declared these towers and the skyways that connect them home, rightfully seeing these structures as treasure troves.

Ithika B
An average G class yellow main-sequence dwarf much like Sol or Alpha Centauri A, Ithika B is, like its siblings, about halfway through its life sequence. Normally this isn’t possible, G, K, and F class stars age at different rates due to their size and energy consumption—but this is one of the smaller peculiarities of this system.

-I Intinga and Norern:
The first two worlds of the Ithika B subsystem, these two worlds form a double planet system; Norern is over one third the size of its ‘parent’ planet. Both are located dangerously close to both each others’ Roche limit. As a result of both this and their size (both would count as super Earths), both worlds are heavily tectonically active, covered in lava flows and volcanic mountain chains. On average, both worlds completely replace their surface every three months. The ground is unstable due to loose ash and the high amount of earthquakes, and the air consists almost entirely of toxic chemicals and soot and ash.

Nevertheless, there are no less than five major mining operations occurring on Norern, each with at least a half-dozen active complexes; the sheer amount of rare materials makes it a prime spot for mining. Complexes here must be earthquake resistant, and must clear out the pounds upon pounds of ash and soot before building can commence. Most stations on the planet only collect the material; processing occurs on the orbital stations.

-II Iolcos:
Iolcos is the second planet in the B subsystem. It is somewhat larger than Earth, and, while habitable in that water exists and it has an oxygenated atmosphere, it is mostly a hot desert. Only a few oases near the poles support life of any real magnitude. These oases are all that remain of once far larger seas. Only the hardiest of creatures exist in the rainless temperate regions, and virtually nothing lives in the tropical regions. The oases themselves, however, are filled with life.

Life here is comparable to life on Earth or Nova Atlantai; recognizable desert creatures and planets from Earth, with some of them altered in various ways. The Atlanteans have set up a network of colonies in the two polar regions, both connected by underground railways that crisscross the planet. There are sixteen major colonial settlements and numerous smaller ones with a combined population of around thirty million. There are a small number of supply stations in orbit, as well as a large jump portal.

As expected, there are alien ruins here too, but they exist only in the livable polar regions.

-III Quef:
The third planet in the B subsystem, Quef is a sharp contrast to Iolcos. Instead of desert, Quef is covered in thick, steamy jungle; even the oceans are covered in algae. The planet could be compared to Carboniferous Earth, except it’s even more extreme; the atmosphere is much thicker and is supercharged with oxygen, so while it may improve livelihood for those walking around in it, thunderstorms are a frighteningly common occurance. It does however allow for strange and bizarre forms of Earth-based life. Massive lightweight whale-like creatures fly through the sky, with various smaller parasitic flying creatures attached to them to feed on the algae and other plantlife that grows on them, while other smaller flying creatures prey on them in groups.

On the surface, thick jungle covers everything, with trees and other plant life reaching a mile or more into the sky, some of them creating giant platforms with their own ecosystems. Some of the plant life isn’t plant life at all, but rather massive fungal colonies. Massive supercharged arthropods roam the skies and ground, some of them larger and more advanced in physiology than mammals on Earth. The creatures in the ocean are somewhat less alien; the algae choke off most larger forms of sea life in the upper regions. Of particular interest are a species of utahraptor-esque animals that seem to have reached a Neolithic level of development. The science council has tagged them as a point of interest, and prevent anyone from interacting with them.

Regardless of its inhospitality, the early research stations here soon blossomed into a full colonial network situated in the coastal regions near the northern pole, the settlements protected by domes. There are currently three major settlements with a population of about four million, a number of research and supply stations in orbit, and a large jump portal.

Alien ruins exist here, but due to the nature of the world, it has been difficult to find them.

-IV Uxal:
Uxal is a dying world. About the size of Mars, Uxal suffers from the same problem; namely, the lack of an active core. Over the last few hundred thousand years, solar winds have been stripping Uxal of its atmosphere, gradually killing off its biosphere and boiling off its oceans. At this point in time, life is mostly restricted to algae, lichen, and a few small hardy forms of plant and animal life capable of still holding on. By far the most prosperous remaining species is a type of large insectoid creature that vaguely resemble mantises—though their social structure is closer to that of ants, and they are larger than a person. While they may be intelligent, no effort has been made to establish contact with them. While alien ruins dot the planet, there is no lasting Atlantean presence to speak of yet.

Ithika C
The smallest of the three core stars, Ithika C is a cool K class orange dwarf, similar to Alpha Centauri B.

-I Rorern:
Also known as the salt planet, Rorern is well known for, obviously, its massive salt reserves. The planet is divided up between many rocky highlands and massive salt flat basins--the remnants of ancient oceans when Ithika C was cooler. Smaller hyper-saline lakes and seas still dot the planet's surface. The atmosphere is toxic, consisting of many unbreathable chemicals, and its average temperature is well above the norm for the traditional Earth-based life seen elsewhere in the system. That said, there is still some life; brine flies and other adapted insects, lizards that feed on them and have adapted to the hotter and mildly radioactive climate, and numerous species of krill adapted to the hyper-salination of the water still fill the ocean. In the mountain ranges larger dog and cat-like predators live, as well as their prey. 'Plant' life is restricted to lichen, moss and hardy brush life in the mountain regions, and algae adapted to the salt water. The Atlanteans currently have a large salt mining operation present in the northern hemisphere; and of course alien ruins dot the planet's surface.

-II Xit:
The second planet of the C subsystem, Xit is situated just inward of the goldilocks zone. It is a large, warm, oceanic world, with only a few small island chains and landmasses present. These variables give it an unstable climate. While not as volatile as Akana, Xit is still well acquainted with hypercanes and the dangers they pose.

Regardless, four separate Atlantean colonial regions exist on an island chain in the southern hemisphere, protected by one of the larger continents; one of the few relatively safe areas. The colonies are outgrowths of fishing settlements and research outposts; the former created to get aquatic creatures one can not get on Nova Atlantai; such as most types of fish. Supply stations and a jump portal orbit the planet. The total population is around eight million.

A handful of alien sites exist, but far less than one would expect. Of course, the rest may be underwater thanks to the hypercanes.

-III Akamis:
Akamis is a strange place. Located just outside the habitable ecozone, it is for the most part covered in ice and snow. However, there are several large, uncovered oases scattered across the planet where geothermal vents allow life to thrive; anywhere from tundra to boreal forest. Life here is similar to the more northern reaches of Nova Atlantai, though more focused on the massive vents; non-light-based life feeds deep within the vents, and even out in the ice strange creatures lurk, like fire worms that burn through the ice, and an arctic primate dubbed the ‘Yeti’.

A large research presence is on Akamis, as the Atlantean scientific community is very interested to study this world. From this presence has erupted a colonial outgrowth; six moderate frontier settlements have been founded in two of the oases, connected by rails that tunnel through the ice. A major supply station and a jump portal sit in orbit, with a combined population of about two-three million.

As expected, this world hosts alien ruins.

-IV Yuron:
A large, icy world, Yuron is similar to its warmer cousin Akamis, in that it boasts a thick atmosphere and rampant hydrothermal activity. Unfortunately, it is not a habitable world, its atmosphere a concoction of toxic chemicals and its location being far too distant from the goldilocks zone. However, that does not mean life doesn’t exist—the surface hides a global ocean under the ice, where life thrives via hydrothermal properties. Phosphorous lightning is a common element with these creatures, and visual recordings that have come back have been called ‘stunning’. Of note is a species of communal Ammonite-like creatures that have exhibited evidence of higher thinking. Research is still ongoing. A handful of under-ice Atlantean colonies have been established near the equator, with a population of over a million.

-V Ithitar:
The runt of the litter, Ithitar is little more than an oversized dwarf planet. It is small, dead, and lacks a meaningful atmosphere. By all accounts, it is an uninteresting ball of rock and ice.




The Rim
Nicknamed ‘The Twins’, the Rim consists of two small stars; an M class red dwarf star, and a D class white dwarf circling the Core within the same orbit as the other, both of them at opposite ends of the orbit. While lacking in habitable worlds and most other resources, the area does have a number of gas giants. Their orbit is very stable, despite the fact that by all rights, it shouldn’t be for a wide number of reasons.

Ithika D
A small, dim red dwarf star, Ithika D is nothing more than a reddish star from Nova Atlantai. Even from its own planets, it is a pale substitute for a real sun.

-I Acatlai:
Acatlai orbits Ithika D so closely it’s tidally locked; the same size always faces the star. This causes a strange ecological setup; the side facing the star is an unrelenting desert, while the other side is an ice world. Only the horizon is habitable, though it is constantly bombarded by massive storms, and even that is difficult as Ithika D is a flare star, at any time the star may increase its brightness at any time by several magnitudes and irradiate the planet’s surface.

Despite all of this however, Acatlai does host life within its habitable horizontal ring. It’s all adapted to survive in such an environment, with varying solutions to the flare issue. Plant life has evolved to become much darker to soak up more light; as well as creating for itself a much wider canopy. When the star flares, it closes its canopy until the problem passes. Animal life tends to either be immune to the effects of the radiation due to reflective armor or feathers, or it tends to bury itself and hibernate.

This, combined with more alien ruins makes it another top research site in the Atlantean community. Four major research centers are located in the terminus zone, at twilight where most life lives.

-II Tezcan:
A small, rocky world about the size of Mercury, Tezcan has a thin atmosphere and zero tectonic activity. Its development mirrors that of Earth’s moon however—there are large volcanic plains spanning the globe.

-III Shora:
Twice the size of Earth, Shora is an icy super-earth. As expected, this means its geothermal activity is off the charts. A number of Atlantean energy plants have been established to take advantage of the easy energy.

-IV Ikoni:
A medium-sized yellow gas giant, Ikoni is mostly unremarkable, aside from the scant few fuel factories that have been built in the upper atmosphere. The planet has seven major moons and forty-two small irregular ones. Most of them are unremarkable iceballs. The one exception to this is Arka.

-Moon: Arka:
Arka is the largest moon of Ikoni. It is a Titan-class moon, and aside from hosting alien artifacts, it also contains an ammonia-based ecosystem. Requiring exceptionaly cold temperatures in order to function, the life here is considerably diverse; ranging from crustacian-like life to various invertebrate life that could be compared to various Terran aquatic creatures. The Atlanteans have a small research presence here, as well as a small mining presence.

-V Kizai:
A small, remote green ice giant. It has three small unimportant ice moons, and twelve tiny irregular ones.

-VI Ixtan:
A small blue ice giant, Ixtan is essentially a twin of Neptune, down to having only one major moon—a captured belt object named Ichil, as well as a handful of tiny irregular moons; likely the remnants of the original satellite system.

Ithika E
Ithika E, the white dwarf, is a well-known as a haunted system. Strange, inexplicable things happen in the system; strange sightings and odd unexplainable phenomenon are known to occur. Ships go in, and sometimes they don’t come out. The Atlanteans, a mildly superstitious people, only maintain a token presence. There are no permanent bases within the Ithika E system, partly due to this, and partly due to the fact that the only things of note since the system went nova are the Era belt—the remains of the inner system, and Posidai.

-I Posidai:
Stripped of its rings and moons when its star went nova, the small orange gas giant is all that remains of the Ithika E system. No attempts at study have been followed through on. The entire system is relegated to the bottom of the interest pile.

The Expanse
The furthest and largest region of Atlantean space, the Expanse covers the entire Oort Cloud region of the cluster. Of note is the Isari Nebula, a massive soupy complex of material stretching a third of a lightyear in diameter. A brilliant nighttime lightshow from Nova Atlantai, the Nebula is far denser than most known nebula, hampering exploration of the area. The anomaly is marked down as a navigation hazard, though there are a few well-traveled paths lit by beacons.

Ithika E and F
Two small brown dwarfs circle each other on the other side of the nebula. They contain no planets, but they are the primary entry point of the system, especially if using jump drives. A large jump gate sits in orbit of the two stars along with a number of supply stations, and anyone entering the system stops here first in order to chart a new course through the system. The first port of call of the Federation, it has developed a life of its own; the stations here are a vibrant mix of Atlantean and alien cultures.

Ithika G (Typh A)
A massive O class blue giant, this star isn’t actually part of the system, but is passing through the outskirts. Within a few hundred thousand years it will have left the Oort cloud and will be on its merry way. It has one planet, a Hot Jupiter named Eaira which is in the process of having its atmosphere blown off into space. The trail visibly extends for over a third of an AU.

Ithika H (Ionia A)
Located on the outer boundary of the Oort cloud, Ithika is another visitor--possibly. The system itself has tell-tail signs of alien intervention. The star is a borderline K-M type star, either a dim K-class orange dwarf or an exceptionally bright M-class red dwarf.

-I Ihar:
A standard Venus-like pressure cooker planet, Ihar has been mostly passed up in planet study surveys, with only a few cursory glances. It is known, however, that the planet is beginning to undergo a massive volcanic phase that will last for the next few million years as the planet 'blows off steam' that has accumulated for the last couple hundred million years.

-II Oria:
Oria is a carbon world. It is an industrial-level civilization's goldmine, a planet filled with nothing but nonrenewable resources...and diamonds. Due to this, a number of small businesses and guilds have set up mining stations to collect diamonds. A number of alien ruins exist, but there is no sign of existing life. Oria may have been a failed experiment.

-The Naihi Belt
A mostly uninteresting belt that divides the inner system and the outer system. A handful of small mining operations exist, but nothing major.

-III Fer:
Fer is hard to classify, as it is essentially the stepping stone between a Jovian-class world and a Super-Earth. Its size has allowed it to retain a massive atmosphere tens of kilometers deep--though it is still razor thin compared to worlds such as Jupiter or Saturn. It has one major moon and six small irregular ones.

Moon: Huell:
Huell is the only major moon of Fer, but it contains a vibrant ammonia-themed biosphere. Being so far away from the dim star means the world is cold, but the moon is large enough to hold onto enough heat to keep it from completely freezing over. Ammonia replaces water in this habitat, to an almost unnatural degree--and the existence of alien ruins prove they had a hand in this place.

Kuiper Belt and Oort Cloud
The outer expanses of the system host thousands upon thousands of dwarf planets, and millions of comets and asteroids. It has a radius of a lightyear in any direction. Outlaying long-range sensor stations dot the cloud, making up the first line of the Atlantean defense grid.
Last edited by Nova Atlantis on Fri Nov 09, 2012 5:13 pm, edited 20 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
Atlantis Factbook
Exceeding our reach--the prologue to the upcoming Shadow of Dreams arc

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Nova Atlantis
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Founded: Nov 02, 2011
Ex-Nation

Postby Nova Atlantis » Sun Nov 20, 2011 12:06 am

3.1 GOVERNMENT STRUCTURE

The Imperial Office

Paradoxically both the newest and oldest office in the Atlantean government, the ruling dynasty of Atlantis goes back over twelve thousand years on a technical basis. Before the Zoir war, Atlantis was an authoritarian oligarchy, ruled by ten kings with one elected to emperor. With the end of the royal line after the original exile to Earth, the colony there began to experiment with democracy, an uphill battle as much of the oligarchy continued to rear its ugly head. With the destruction of the Atlantean colony and the resulting disporea, all semblance of a united government went out the window.

Unknown to many of the survivors however, one member of the royal line had been preserved on one of the colony ships leaving Atlantis during the Zoir war. The ship itself hadn’t made it to its destination, but its cargo remained in stasis for over twelve thousand years. The AVI Olympia found the ship during a scouting mission, and recovered the princess. She remained undercover for years, until events of a civil war caused by widespread governmental corruption forced her into position to act.

Atlantia spent the next five years fighting an uphill battle, attempting to restructure the government against thousands of years of culture. With the Demon War and the near destruction of her country, she now finds herself in a unique position to rebuild the government in her image. Despite having complete control over her people from the outset of the postwar period, she has been rebuilding a democratic government and giving it legitimate powers.

The imperial seat is envisioned to be like a president’s or a prime minister’s, except hereditary and for life. The position is authoritative but it does not hold absolute authority, equal to that of the Senate. Its biggest weapon is the veto option, the ability to overturn anything from the Senate no questions asked—though overuse may invoke public outrage. The Empress is also the commander-in-chief of the military forces, though her hands are tied in the matters of full war, which is a matter for the senate. The current dynasty is that of the House of Athena, returned after twelve thousand years of nonexistence.

Also related to the Imperial Office is the Empress’s advisory cabinet, those in charge of various ministries across the country. They are directly under the command of the Empress, though Senate rulings also affect them, and they also serve as her direct advisors.


The Senate

The Senate is the people’s voice in the government; a counterweight to the Imperial Office. It has most of the powers of any true Congress, with the ability to write and pass legislation, declare war, and be the people’s voice to the Imperial Office. The Senate elects two officials named Consuls from its ranks. Consuls oversee and regulate all actions within the Senate, as well as counter each other. Each one has a term of four years that alternate every two years with respect to the other Consul, with no term limits. Every two years they elect a new Consul. If a Consul is found unworthy of the position, the Senate is able to call for a vote of no confidence.

All other offices in the Senate are grouped together under the Forum. Senators consist of three different types of offices. The first are regular Senators, elected by the states to represent them in the Senate. They have term limits of six years before they must run for the position again; and they alternate with a third of them running for election every two years. The other type of office are Speakers, those elected by various aristocratic Houses of Atlantis. They have a shorter term span—only three years as opposed to six. This is to avoid allowing the Houses dictate to Senate policy, while still allowing the traditional aristocracy have some say, even if it is only symbolic. They also alternate; a third is elected every year. The third type are Governors, which are chosen by the State Senates, and lead their respective Senators. The number of Senators for each state is chosen by population, while they each get one Governor each. Houses only get one Speaker each, though they are known to get involved with the election of other senators. Due to the sheer number of competing factions, the Senate is sometimes dubbed ‘The Great Game’.

The Imperial Office can of course choose to ignore and veto the Senate if it wishes, but it cannot keep it from meeting; nor can it interfere by promoting or dismissing officials, including Consuls. Further, failure to work with the Senate can result in civil unrest. Each state also has a Senate, though it does not have an Imperial Office counterpart, making the local governments entirely dependant on the local Senate.

The two current consuls are Adan of the House of Theitan, and Ishan of the House of Sherai.

Current Political Makeup of the Senate
Democratic Socialist: 45%
Imperialist: 20%
Marketist: 12%
Communist: 8%
Theocratic: 5%
Confederalist: 4%
Traditionalist: 3%
Other: 3%

The Judicial Court

The Judicial System operates as a standard court system, judging cases, interpreting laws, and setting precedents. As the Supreme Court, it is also used as a medium for solving disputes between the Imperial Office and the Senate. Judges are elected for life, one by each state and one by the Imperial Office, of which the Imperial choice is the Grand Judge. No one can alter the size of the court.

Constitution

Prior to the Demon War, there was no formal Constitution, but rather a collection of notes made over the founding fathers lifetimes. The intention was that the government would change and evolve as was needed. What resulted eventually was widespread political corruption as soon as the majority of the founders had died or retired. Oligarchic and cumbersome in nature; the system only worked under those who had devised it.

Realizing some ground rules had to be laid down, Atlantia set to work creating a true constitution in the early days after the Demon War. She enlisted the help of Admiral Sid; a close and personal friend who effectively ruled as second in command during the days when there wasn’t much government. Others involved included other surviving former heads of state still loyal to Atlantia.

Role of Religion and the Military

Both the Religious Clergy and the Military Heads have both had influences on the government. Prior to the Demon War, the Atlanteanism Clergy were an unofficial branch of the government; giving them incredible powers to enforce their beliefs and keep down anything foreign or heretical. The Clergy became one of Atlantia’s biggest enemies during her uphill battle to restructure the government, and was thus the first thing to go under the new constitution. The surviving Clergy has not been happy, but without their military and governmental support, they have been revealed to be a paper tiger, with much of their congregation slipping away to other beliefs.

The military has had a long standing role as an unofficial branch of the government. Of the original founders of modern Atlantis, a number of them became heads of the military, while still having a voice in the Senate. One such member, Admiral Vega, successfully led the country during its destructive Civil War after the majority of the Senate was assassinated. His rule was directly responsible for the rise of Empress Atlantia. More currently, Atlantia was subject to a military coup in the aftermath of the Demon War in a last ditch attempt by surviving military heads to consolidate the government from what was feared to be outside alien intervention.

As of the new constitution, the military is forbidden from grabbing power within the government, placing them squarely under the command of the Imperial Office. However, Empress Atlantia works closely with her Military Command, especially the head Admiral of the navy, Admiral Sid.




Political Parties

Political Parties are a relatively new thing in Atlantean politics. Prior to the war, the government was a battleground between various ancient Houses. However, with the new constitution, Houses have been vastly restricted from the power they once held, washing away all of the pseudo-Feudalism they once employed. Now, various political parties dominate politics, ranging all across the political spectrum from right to left.

A brief outline of the major political parties:

Imperalist:
A pro-Emperor party that seeks to make the government an even more highly centralized state and return Empress Atlantia to the position of sole ruler of the empire like she was during the restoration period. It is also a hawkish party, seeking to restore Atlantis to the word stage via imperialist tendencies.

Democratic Socialist:
The ‘moderate’ party that seeks to keep things as they are, with a powerful Senate and a powerful Empress, as well as keep the socialist economic system alive and thriving. However, they do not wish to push too far to the left.

Marketist:
A right wing party that seeks to overthrow the socialist system and head towards more of a laissez faire society; including opening up the borders to other countries. It is against big government, and seeks to reduce both the power of the Empress and the Senate.

Communist:
The left wing party that seeks to take the socalist structure to its logical conclusion. It views the Empress and the old aristocracy as threats.

Theocratic:
The party headed by the Atlanteanism church. Mostly broken in power, the church still manages to get some seats. It is mostly concerned about the perceived moral decay of the state, and wishes to make the country a ‘holy’ Imperial Federation. It seeks a powerful Imperal seat, but considers Atlantia to be a threat due to her cold shoulder to the clergy.

Traditionalist:
The party of choice for the old aristocracy, which seeks a return to the old order of things where the aristocracy had power over the senate and wishes for a more feudal society. It also seeks an isolationist policy.

Confederalist:
A party looking to disunite the country further; a true Confederacy of autonomous states with a figurehead Empress.

Houses

An ancient facet of Atlantean culture, the Houses are as the name suggests, hereditary establishments dating back to prehistory and named after various gods and goddesses—as legend has it, the gods each chose a family to patron. The more powerful Houses got the more well-known gods, while the poor families were left to local sprites and spirits. Prior to the war, the most powerful Houses were the defacto rulers of the states and the government. Now that has been done away with. Atlantia has left them some residual power to keep from completely alienating them though, and they do battle with the various political parties in the Senate.
Last edited by Nova Atlantis on Sun Oct 07, 2012 7:02 am, edited 3 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
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Postby Nova Atlantis » Sun Nov 20, 2011 12:06 am

3.2 POLITICAL DIVISIONS

Nova Atlantai is divided into twelve semi-autonomous states. Each one is focused on, governed from, and named after one of twelve major pre-planned cities—the center of Atlantean civilization. The states are designed with a level of self-sufficiency in mind. While trade is encouraged, each state is able to provide enough food and industry to support its people. Each maintains its own senate, executive, and judicial branches, and each has considerable leeway in internal affairs, even going so far as to raise milita for use in public services.

Offworld territories, in contrast, are administered directly by the Imperial government, with only a minimal provisional government in place to keep order above the city level. Each planet constitutes a different unorganized territory. This has led to a certain amount of unrest, especially as the non-homeworld planets continue to gain in population.

A brief summary of the twelve states follows.

- Tikal

The capital city of the Imperial Federation is Tikal, located at the mouth of the river of the same name, just south of the equator on the continent of Adhara. The city surrounds the river, with the central urban area divided up and flanking the two river banks, in effect creating two sister cities. A wide number of bridges crisscross the channel, linking the two sides together. The city and river are in turn flanked by low mountains covered in jungle. A short distance beyond the city, the river turns into a waterfall where the two mountains meet.

The river delta consists of one large central island and two smaller ones flanking it. This is the capitol acropolis, the center of the entire nation and the home of the government. The central island contains most of the government buildings; the Imperial Palace, the Senate Halls, Imperial Gardens, Imperial Library, Military Headquarters, Supreme Temple, and various national monuments are all located here, among other structures. The other two smaller islands contain lesser office buildings, monuments, and two of the city’s major ports.

The State of Tikal covers much of the east-central part of Adhara, the area south and east of the Adhara and Idjil mountains, as well as the northern half of the Aunthal island group. The area is mostly temperate rainforest, with taiga and tundra in the higher altitudes in the mountain ranges.

- Kinshal

Kinshal is located deep within the Kinshal canyon, on the river of the same name, within the great Adhara desert, opposite the mountain range of Tikal on the west coast. Its location is marked by a fork in the Kinshal river, at a point where the canyon—a massive geological feature that runs most of the distance of the river and its tributaries—is deepest.

The city is carved directly into the walls of the canyon, using the natural caves and tunnels from earlier river courses in the walls to its advantage. As such, a highly terraced approach to building has been implemented, with several city ‘layers’, with the lowest level being on the banks of the river and the highest towering above the canyon. Further, the design of the city is highly maze-like, with much of the city inside the various caverns in the walls, as well as a number of bridges connecting the three cave walls in the river’s fork together, in part supported by the various rock formations in the canyon. Finally, the area of the canyon that the city resides in also contains two small canyon bow-lakes that are connected to the main canyon, and which also contain portions of the city.

The state of Kinshal covers much of the central west coast of Adhara. Desert spans its almost its entire run, with the exception of alpine tundra near the mountain peaks to the east and some steppe grassland to the far south.

- Ithkial

Located south of Kinshal on the west coast of Adhara, Ithkial is situated at the mouth of a moderate-sized river, which is encircled by land that extends from the coast, the remnant of an ancient crater. This forms a perfect natural harbor for the city, which rings around the crater’s edge, with a bridge connecting the endpoints which are marked by two massive lighthouses. The terrain of the crater ring is highly rocky and uneven, making for a number interesting building choices, with some buildings higher up from the ground than others, and various bridges and pathways connecting them, as well as a number of small islets near the interior ring coast.

At the other end of the city lies a large reservoir of water which the Kinshal river empties into; an artificial creation by the Atlantean city during construction. From there a number of smaller brooks and streams run through the city, creating a maze of canals which run by and under various streets and buildings until they reach the harbor.

The State of Ithkial covers the southern peninsula of Adhara and the southern polar islands, and so its territory contains a wide number of biomes, ranging from taiga to tundra to grassland steppe. Ithkial city itself lies in the steppe-scrubland region.

- Nazkal

Nazkal is situated north of Tikal in the northwestern steppe region of Adhara. The city sits on the top of a high cliff overlooking the ocean. The cliff itself is actually the front of a large network of caverns and caves formed by both the ocean and the rivers that flow into it. Two rivers flow through the city. The larger river, the Hazaril river, empties into the caverns near the center of the city. The smaller river, the Nazkal, was at one time probably a tributary of the Hazaril, but now empties out over the side of the cliff in a spectacular waterfall which covers up the main sea-level entrance to the caves. The sea-level entrance hosts the city’s harbors, which sit just in front of the waterfall. The cliff walls wrap themselves around the narrow harbor, extending out towards the sea in a nearly straight line before turning at a ninety degree angle away.

The caves themselves have several entrances, both above the cliff and at sea-level. They are maze-like, with the complex stretching for miles across the coast. Much of the complex has yet to be mapped out, but some—the area directly beneath the city—is already populated; part of the city above. The caves contain numerous rock features created by water, as well as small streams and waterfalls.

The State of Nazkal covers most of the area directly north of Tikal, flanked by the Adhara mountains to the west and the Idijil mountains to the south. Most of its territory is desert and scrubland, though forest covers some of the offshore islands, and tundra dominates the north.

- Okiral

Okiral is a cold place. It is located to the far north of Adhara in the polar regions, and high up within the Adhara mountain range that stretches across the length of the continent. What makes Okiral a worthwhile place to live however, is what mountain the city sits on. Mount Okiral is in fact a semi-dormant volcano, and the area is well renowned for its almost Yellowstone-like nature. Mudpots, geysers, hot springs, and various thermal formations are common attractions in the area. The thermal activity also heats and powers the city, giving them an easy alternative power source from the usual Orichalic-based power supply—though this by no means means that they don’t have one.

The city itself sits near the icecap of the volcano, on a plateau. Some of the Okiral river’s tributaries begin here, created both by melting icecap during the summer and from the various hot springs and geysers in the area. A number of smaller settlements surround the city, including a number of resorts that sit at the very summit of the volcano, deep in the glaciers.

The State of Okiral covers the entire northern area of Adhara, and as such mostly consists of cold tundra and ice, though some desert exists to the southwest, as well as the large island of Hernaia to the west, which contains a taiga forest biome.

- Aunthal

The city of Aunthal is actually a number of smaller settlements on a number of close, small islands that are interconnected by bridges and water travel and have been completely built up over by civilization. The city lies within a dense marsh, of which the area where the city rests on has been drained, leaving a number of small but stable islands that are divided by a number of narrow canals. Aunthal sits on twelve of these islands, making it a sort of Atlantean Venice. The central island is the largest, and contains the core of the city, while the other islands are smaller cultural hubs. The central island is built as a man-made mountain, terracing itself like a giant step pyramid above the rest of the city.

The city is located in the northwestern most portion of Nikiea, the southern continent, directly across the Aunthal island group from Tikal. The surrounding countryside is mostly flat and wet, with only a few areas of solid ground. Jungle covers the region, adding to the wild feeling of the area.

The State of Aunthal covers the northwestern portion of Nikiea, as well as the southern half of the Auntha island group. The region is mostly covered in low-lying temperate rainforest and marshes, though mountainous forest and taiga cover its southeastern areas. It is only one of two states located on Nikiea, the other being Ixial, which lays claim to the majority of the continent.

- Ixial

Ixial is located deep within Nikiea, within the taiga forests that dominate much of the northern plateau. It sits at a fork in the Vishal river, at the base of a wide and deep canyon in between the mountain range. The river fork divides the city into three subsections, all connected by bridge. The canyon itself is wide and open, far more so than the Kinshal canyon, and indeed is mostly hidden by the extensive forest growth in the region. The two rivers that join arrive in the canyon through a number of small but interconnected waterfalls. In many of the areas between waterfalls the water collects, forming pools. Many smaller settlements exist in these areas, taking advantage of the natural scenery.

The city is round in shape, with the center being the river fork. A ceremonial wall extends around the inner and middle parts of the city, leaving the outer regions to expand outward as needed. The walls function as routes for the city’s rail systems, as well as an aqueduct and a monument to the people’s history.

The State of Ixial is large, extending across well over half of Nikiea. Its biomes range from taiga forest in the north to the polar icecap in the deep south, with tundra and cold scrubland climate in between. Most cities are located in the northern areas of the state for obvious reasons.

Nikiea itself consists mostly of two connected and large plateaus; one in the north and one in the south. With the exception of the wetland marshes near Aunthal, most of the continent is fairy mountainous and high in altitude.

- Naulthal

The island of Naulthal is the largest on the moon, bordering the size of a continent in its own right. It links Enkei to Nikiea from north to south. Temperate rainforest dominates its mostly low-lying landscape, with taiga to the far south. A number of small scattered mountain chains dot its western side. The State of Naulthal covers this entire island as well as all of the neighboring smaller islands.

The city of Naulthal is situated on the west coast, behind the Akain mountains, facing the sea. The area where the Akain mountains meet the ocean is a very steep slope; almost a cliff. As such, the city is built terraced; one layer on top of another as it moves up the side of the mountain. It expands upward for several levels, and outward in both directions across the coast. A number of small rivers that originate in the mountains come down into the city, creating a number of waterfall series that divide up the city. Arches and small bridges connect these fragments together. The rivers eventually empty out into the ocean. The city has no distance between itself and the water at the coast, and as such a wall to keep the excess water out has been constructed, encircling the front of the city, creating an artificial harbor.

- Ishikal

Ishikal consists of two parts; the city and the harbor. The city is centered on an acropolis, a hill somewhat distant from the shore, with the rest of the city surrounding it. Between the city and the shore lies a large cliff, which can be passed around from either side between the edge of the cliff and the surrounding jungle. The coast itself contains a number of small beaches and of course the city harbor. The harbor rests inside a much bigger bay, a wide stretch of water surrounded on almost all sides by cliffs. Ornate lighthouse statues guard the entry point.

The bay itself is a marvel of water and wind weathering. Natural arches, pillars, and other natural rock formations fill the bay, all carved from water when the sea level was higher, or wind. The rock formations contain vivid colored bands, earning them the nickname of the Painted Bay. Each formation has a beacon located at the top to alert shipping in the region.

The State of Ishikal covers the entire Ishikal island group to the east of Naulthal, as well as the southernmost areas of the Enkei continent. The region is almost entirely lowland rainforest—with some taiga to the south, spread out over thousands of islands.

- Kandral

Kandral is located on a small semi-atoll island in the Kandrian island group, near the equator. The island, a semi-dormant volcano, has been half-submerged by the sea, leaving a detached ring of reef encircling it. The city covers both areas, with a series of bridges connecting the central island to the ring like spokes in a wheel. The outer atoll is comprised of residential some commercial, while the volcano is the resort area, with buildings terracing the side of the mountain, and one big resort at the peak, utilizing the inherent thermal power of the volcano. The lagoon offers yet another point of attraction, its shallow water dividing the city in two.

To protect against flooding, the outer ring is reinforced with a wall to protect the city. It encircles the entire city and in fact acts as an added portion of the settlement, with buildings built on top of it. The outer wall also acts as the city’s port.

The State of Kandral covers the entire Kandrian island group, the second largest after Ishikal group. The north is all lowland temperate jungle, while the southern regions range from taiga on the larger islands to barren scrubland and tundra on the smaller windswept isles.

- Areonal

Areonal sits in the very center of Enkei, on the slopes of the Itan Mountains. It is centered around a lake deep in the mountains, high above sea level and not too incredibly far from the tree line. The valley it finds itself in is narrow, mostly covered by the lake. The city thus encircles the lake with the little land remaining in the valley, as well as the slopes of the surrounding mountains. Three islands sit in the middle of the lake. These islands are linked to the city by bridge, and each contain a different sector. One is a religious complex, while another is a garden. The last is the city and the state’s government complex.

The State of Areonal extends across central and north Enkei, and as such possesses a number of climates and ecosystems. Temperate rainforest and taiga cover the southern regions, while steppe and desert cover the central regions. Tundra covers the north. For obvious reasons, most of the population exists in the southern regions.

- Onthal

Sitting on the very tip of the Kuklen Peninsula, Onthal lies between the ocean and a rocky, mountainous interior unfit for building. As such, the city has a sort of ‘V’ shape to it, following the shape of the peninsula. The heart of the city is at the very tip of the peninsula, from which the city expands in both directions, wrapping around and hugging the coast.

The State of Onthal consists of the Kuklen Peninsula and the eastern islands. Most of the territory is dry scrubland, though forest does cover a number of the islands to the east and south.
Last edited by Nova Atlantis on Sun Oct 07, 2012 7:03 am, edited 6 times in total.
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Postby Nova Atlantis » Sun Nov 20, 2011 12:07 am

3.3 MILITARY ORGANIZATION

Image


The Imperial Fleet is what remains of the old Atlantean Star Navy, a gigantic space force that at its peak consisted of over six thousand warships, many well over ten kilometers in length. Since the near-genocide of the Atlantean species, the Federation can no longer support such a vast power—the days of Atlantean ascendency and sleeping superpower status have left it forever. In its stead, the Atlanteans have redeveloped their approach to defense, thinking smarter instead of harder. The Imperial Forces are designed for small-scale hit and run attacks; isolating and then swarming the opponent. The fleet almost never gathers all at once, instead it harries supply lines and draws out elements of the enemy force to destroy. Though many of the older ships have since been decommissioned in order to build newer, lighter ships, two classes, the Trident and the Titan, remain major players in fleet strategy.

Atlantean vessels use jump drives for intersystem travel, forming a subspace tunnel connecting two points of normal space—in effect creating a temporary wormhole. However, the courses must be plotted carefully—one false set of coordinates and the ship could jump too far away from any gravitational field to get back; or worse, straight into a star. This is even more true within the Ithika system, where the number of stars and their orbits around one another cause massive gravitational distortions, creating massive issues for most forms of FTL, the Atlantean jump drives included. Atlanteans have mapped out the various changing subspace corridors and eddies, making travel somewhat safer. It it still however, highly dangerous for outsiders who wander in without thinking.

Atlantean strategy is twofold. The core of the fleet consists of a small number of large vessels that have powerful weapons and house multiple fighter squadrons. These ships assume command and control over a particular area, allowing free range for their escorts; smaller ships that engage in knife fighting and swarm tactics until the midrange ships can engage from a distance with their bigger weaponry. The strategy also forgoes massive fleet battles in favor of smaller skirmishes and one-on-one duels. Its ships are designed to be able to jump in, do damage, and jump back out, keeping an enemy fleet harassed and unbalanced until they sent ship groups after them—at which point the (usually) superior Atlantean vessels finish them off, avoiding their issue in lack of numbers. Atlantean forces will do anything to keep the enemy fleet from engaging in a full fleet battle.

Atlantean tactics rely mostly on speed and maneuverability; getting in close and fast with swarm tactics before the enemy has a chance to react, and then retreating via cloaking devices, sensor decoys, or simply jumping in and out. Atlantean ships are extraordinarily powerful, a combination of hundreds of years of active Atlantean space tech, Zoir tech, Union tech, and primordial Demon tech. Even the smallest ship is designed to dish out a large amount of punishment. That said, there are very few vessels—only one-hundred fifty in the entire fleet, and only a small fraction of those are capital ships. The Imperial Fleet is not designed to win wars, especially not offensive ones. Combined with the Ithika’s extensive fortifications however, it IS designed to make enemy forces think twice. In essence, it can win enough battles that the war is no longer worth it. The fleet is divided into seven Battlegroups of thirty ships each.

The Army, part of the navy, operates in a similar fashion. Ground forces operate in small ‘Legions’ of about fifteen hundred soldiers which are grouped into squads and units of ten to fifty troops. Each Legion is transported via a Trident class transport Frigate, and is designed for independent operation. While small, the ground forces are extraordinarily well-trained and equipped. Like the fleet, the legions are intended as highly-mobile quick-response teams—the use of teleportation technology for non-biological objects assists greatly in this matter as it renders supply chains virtually obsolete. It is designed as a failsafe should the fleet itself ever fall—in such a case, the army shall retreat to the capital cities and attempt to hold them under prolonged siege while instigating in gurilla hit and run attacks. The cities themselves are stocked up in just such an event.

As the military is grouped under a single branch (the navy), there is a unified chain of command:
-Grand Admiral:The supreme commander of the military forces. This spot is currently occupied by Grand Admiral Sid, House of Iknar.
-Admiral: The commander of an individual Battlegroup. There are seven of them, and together with Ground Admiral Sid they make up the Imperial Fleet Council which reports directly to the Empress herself.
-High Commander: Normally a captain of a starship, High Commanders are also the ones found leading fighter squadrons and ground legions.
-Subcommander: Subcommanders run various areas of the ship—XOs, chief engineers, chief medical officers, etc. They are the command staff of a ship. They are also the ones responsible for individual fighter wings and ground units.
-First Warrior: The ‘elite’ of the gruntwork, they report directly to the Subcommanders.
-Second Warrior: These are the mainstay lower-class crew.
-Third Warrior: The new recruits, Third Warriors are synonymous with Ensigns in other militaries.
-Knight: A special rank, Knights are highly trained and equipped special force soldiers, who either operate alone or in very small groups. They consist of the best and brightest, and are both the first and last line of defense in the Federation. They are detailed further below.

It should be noted that under the current constitution, the Imperial Fleet is only one possible arm of the military. The various States and Unorganized Territories can and do field their own militia forces, which they use in peacetime as a police force. In wartime however, they are expected to assist the Fleet, becoming a shield to defend the solid core.

Each Battlegroup consists of thirty ships. An outline of the First Battlegroup’s layout is as follows:

First Battlegroup
The First Battlegroup is the cream of the crop, the final defense of the homeworld. It is always stationed within The Core, and the bulk of its forces always near Nova Atlantai.

x1 Citadel Class Starbase (x25 Squadrons)
--AIV Fortress

x3 Bastion Class Destroyers (x7 Squadrons each)
--AIV Bastion, AIV Ktmma, AIV Olympia

X4 Titan Class Frigates (x3 Squadrons each)
--AIV Vega, AIV Phoenix, AIV Legacy, AIV Inaxia

X7 Trident Class Corvettes (x1 Legion each)
--AIV Cirrus, AIV Impervious, AIV Rea, AIV Zodiac, AIV Atlai, AIV Prophecy, AIV Constellation

x15 Destiny Class Cruisers
--Battlewing Alpha: AIV Destiny, AIV Zenith, AIV Iris
--Battlewing Beta: AIV Exodus, AIV Repulse, AIV Tempest
--Battlewing Gamma: AIV Savior, AIV Morning Star, AIV Interceptor
--Battlewing Delta: AIV Reaper, AIV Salvation, AIV Vanguard
--Battlewing Epsilon: AIV Orion, AIV Predator, AIV Crusade





- Defenses

Atlantis's strength has always lay in its prioritization of defense over offense, with the intent to make itself as impregnable as possible at the expense of any true aggressive capabilities. While Nova Atlantis's defenses are nowhere near the formidable walls of the empire before The War, it's still nothing to scoff at, especially in comparison with its small size. The outermost defenses of Atlantis are the long-range sensor arrays located throughout the system, giving early warning of an impending attack. These sensor arrays are more concentrated around the orbit of Nova Atlantai's home planet.

The stationary defenses of Nova Atlantai are twofold. The first line of defense are a complex network of automated gun platforms scattered around the planet in mid to low orbit. These gun platforms mostly consist of a redirectable beam cannon, but it also contains a number of smaller anti-fighter defensive weaponry in case an enemy gets too close.

The second line of defense is the protection of the major cities. All city-class settlements have a network of turrets designed to protect from aerial attack (as well as defend in case of invasion), their level of network complexity depending on the size and importance of the city. Only the State Capitals have access to another level of defense; a network of shield generators to protect the city against bombardment.

Finally, the star system itself proves as a formidable defense, thanks to its layout of three Main Sequence Stars in a figure of eight orbit, orbited by two smaller stars; a red dwarf and a white dwarf. This collection of stars creates issues for most forms of FTL, making gravity a massive defense network for the systems. Even for the Atlanteans, traveling within the system requires detailed charts and calculations of the varying jump node networks and gravitational eddies.




- Atlantean Weaponry and Defense Systems

Almost all Atlantean weaponry is fueled by the same Orichalcum material (or ‘Fire Stones’) that powers the rest of Atlantean society. When not in active use but ‘alive’, the material emits a cool blue glow, giving Atlantean tech its distinctive blue lighting. However, when activated and charged, the material turns a vibrant red, giving Atlantean weapon discharge its distinctive red color. There are two main types of Orichalic weaponry; beam and pulse.

- Beam Cannon

Beam weaponry is generally regarded as the heavier of the two forms, but there is a lot of variance in both forms. In action, beam cannons are just what one would surmise—a powerful ‘beam’ of energy much like a phaser but far more dirty, involving a ton of particles one would rather not be subjected to. They can also be far more powerful then a phaser normally is.

The lightest form is the point-defense laser, a thin and quick non-moving laser designed to hit enemy fighters and other small craft. It doesn’t do much to larger vessels—though it is useful for surgical strikes—but the kenetic impact plus the ‘point-defense’ aspect of the weapon makes it deadly to space fighters unlucky enough to be in its path. The beam only lasts for a moment, and actually shoots out a series of three quick beams each targeted at the vessel; at least one of which is sure to hit.

Heavier forms of the beam cannon have various sizes—from the light forms seen on land weaponry in the army, to the medium and heavy types seen in the fleet. But overall, all of these forms are essentially the same except in power and ‘charge speed’; the larger the cannon, the more powerful it is but the longer it takes to reload and charge. All are meant for capital ship combat, as the time it takes to charge the beam up (depending on the type, only a couple of seconds—but enough time for a fighter to escape) makes it unusale for point-defense. These behemoth cannons are designed to bore into the shields and hulls of opposing enemy ships, and even blast right on through to the other side if on for a long enough period of time. These weapons can be overloaded for extra firepower, but this is not advised as it can melt the cannon.

Medium and large beam cannons can also be configured into a ‘slash’ formation, cutting through the ship in a wide arc. This has the ability of wreaking havoc across large portions of a ship, but it is also far less accurate and not as much damage will occur in a single spot.

- Pulse Weaponry

The other mainstay of the Atlantean Orichalic weaponry, pulse cannons are again just as described. There are many sizes, ranging from primary gun mounts for fighter and bomber craft to high-pulse assault cannons that resemble rail guns, used by capital ships for bombardment; but all have the same basic design; a rapid-fire pulse cannon that can pound anything into dust.

They have two main advantages over the beam cannon; while they cannot issue to the sheer amount of brute-force devastation of the beams, they are less demanding in energy requirements, and they are more flexible. Unlike the beams which require pre-firing coordinates to make them count, pulses have a free turret range, with coordinates being imputed as needed during sustained fire. They are also capable of longer sustainment in fire, due to less energy requirements, making it lethal for anything caught in its path.

- Disruptor Beam Cannon

Unlike the pulse and beam cannons, the Disruptor is not strictly Orichalic in nature, though it uses the same system to charge. The disruptor was designed as a secondary weapon, capable of disrupting the shields of a targeted ship. It doesn’t directly cause damage, but it is very good at punching through an enemy’s shields so that the main weapons can punch through to hull quicker. Enough shots from a disruptor cannon can overload and shut down an enemy’s shields altogether. In addition, a powerful enough shot from a disruptor cannon can hamper a ship’s energy supply and short out various systems, like an EMP blast.

- Flak Turret

Flak Cannons are another anti-fighter weapon, though unlike most Atlantean weapons it is not an energy weapon. Flak Cannons fire exploding shells in rapid succession at enemy fighters, which explode when right on top of them. There are various types of flak guns, ranging from simple slugs to missiles that explode to release numerous smaller explosives.

- Fighter Weaponry

Fighter and bomber weaponry comes in two flavors; primary banks and secondary banks. Primary banks are energy weapons, ranging from pulse cannons to disruptor bolts and everything in-between. Each class of weapon is designed for a particular job, and thus all have different impact levels, damage levels, fire rate, and some—like the disruptor—have special abilities.

Secondary banks are reserved for missile batteries. Missiles also have a wide variety of types, ranging from simple dumbfires to more unique types such as the tornado cluster missile.

- Cloaking Device

The cloaking device has been standard on Atlantean vessels for the last century. It is a highly advanced cloak, to the extent that only the most sophisticated sensors will be able to detect that something might be awry, and even then only if it’s looking for it. However, this advantage is mitigated in fleet operations, as the shadow trail becomes more obvious. Due to energy requirements, the ship cannot fire any weapons while it is cloaked. This weapon is prime in Atlantis’s ‘knife fight’ strategy, allowing for ships to close in before revealing themselves for combat.

Smaller ships and army vehicles do not have cloaks, due to the small size of the structures. Rather, they utilize a far-less advanced defense system, a sensor jammer. While the enemy can see them approaching, computer lockons are restricted. Alternatively, small fightercraft can ‘hide’ inside the cloak bubble made by larger ships.

- Drones

Another major weapon designed to deceive, the drone is a small automated probe released by a warship. Once activated, probes create a holographic shield around themselves to appear to be a starfighter, along with an accompanying energy signature. It is normally used when charging in full-force against a superior fleet, allowing a number of decoys to fly alongside real ones to give them a better chance at survival, as well as intimidate the enemy force. Other drones may be outfitted to provide reconnaissance or zerg-style attacks with either the fleet or the army.

- Shields

Shields are standard on all vehicles and soldiers, though in varying amounts. Most have the standard phased energy hugging the surface structure of an object, though larger vessels have the more advanced Regenerative Shielding—a system that allows the ship to repair its shield grid when not under constant fire. And when under attack, it allows the grid to redistribute shield where needed.




- The Knights

Simultaneously the first and last line of defense, the Knights are a new facet of Atlantean war strategy. Rangers tend to work alone or in small groups, doing anything and everything that requires doing behind the scenes. This can range from espionage and assassinations to shock troop use on the battlefield to outright diplomacy. There are few Knights in the employ of the federation; current numbers are only about fifty. They answer directly to the Imperial office and are given free reign—they are allowed to do almost anything to complete their mission.

Training and preparation for the role of the Rangers is extreme. They are chosen from the very best or promising of the military, and are subjected to over two decades of intense, brutal training. They learn several forms of defense arts, as well as upper-level combat skills, infiltration techniques, and the ability to operate independently away from support.

Their bodies are also infused with orichalcum, a controversial process that can easily become lethal. Those who survive are granted considerable powers, such as the ability to create energy fields, manipulate exterior energy, telekinesis, levitation and short-ranged bullet flight, energy shockwaves, and fire energy blasts—among many other talents. Some may hone a particular skill; for example, one may focus on summoning energy to control fire, or remove energy to simulate the power of ice, or even the ability to summon electricity. Others go for a more generalist approach.

The Knights are outfitted with the latest hardware and armor systems. Each is granted a holographic control system, which they can use to infiltrate and hack near anything if given enough time. Various other abilities; a personal cloaking device, EMP overload devices, temporary hard-light armor, holographic distractions, dampening fields; all of them serve to give a Knight the edge in combat, infiltration, or defense.

Knights may also carry any weapon they deem necessary, ranging from grenades and rifles to personal beam cannons and various melee weapons, a Knight’s arsenal is incredibly diverse. Many Knights also have their own ship; usually a Messenger shuttle outfitted for combat or whatever area of expertise the Knight excels in.
Last edited by Nova Atlantis on Sun Oct 07, 2012 7:05 am, edited 3 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
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Postby Nova Atlantis » Sun Nov 20, 2011 12:07 am

3.4 MILITARY SPECS

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Warships

- Citadel Class Starbase
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The Citadel class has served Atlantis for over a century and a half, and continues to perform superbly, especially in light of recent additions to the standard design. Heavily defended, the Citadel serves as a home base for the fleet as well as the primary shipyard production center of the navy. In peacetime these structures are also hotbeds for trade and diplomacy, but during wartime the civilian presence on the stations are removed, allowing it to take the center stage in Atlantean war strategy.

The Citadel, despite otherwise being a stationary structure with only thrusters to keep it in orbit, also houses a massive jump engine complex as part of its recent design upgrades. This allows it to jump to wherever it needs to be, effectively giving the Atlanteans a mobile starbase. Wherever it jumps to, it quickly assumes command over the region with its multitude of fighter craft and weaponry, as well as its accompanying fleet of warships. Taking on a Citadel is a dangerous prospect, and shouldn’t be attempted without a full fleet undertaking.

Height: 7 kilometers
Type: Starbase
Role: Theater Command and Control
Weapons Capability: Insane
Defensive Capability: Insane
Maneuverability: Nonexistant
Crew Compliment: 15,000
Fighter Squadrons: 30
Shuttle Compliment: 100
Number in Service: 5


- Bastion Class Destroyer
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Designed around the same time as its smaller sister the Destiny, the Bastion didn’t make it into active service until well after the resettlement. As the newest ship in the Atlantean arsenal, the Bastion represents a radical shift in Atlantean strategy. Before, it was no issue for the Federation to field large fleets of massive multi-kilometer ships. Now heavily reduced however, the navy has been forced to reassess its position and come up with a new grand strategy.

Enter the Bastion. Unlike older Atlantean dreadnoughts, the Bastion is not specifically designed for massive fleet actions. Rather, it is designed, like the Citadel, for command and control of a large area, using its fighter squadrons and escorts as its ‘arms’ in battle. Despite this however, the Bastion is still equipped with a healthy amount of weaponry, but it is more geared towards the defensive; with the notable exception of a number of large beam cannons. Regardless of its role, whenever it enters a fight one can be certain that the fight is about to be ended quickly and decisively.

Length: 2.1 kilometers
Type: Destroyer
Role: Local Command and Control
Weapons Capability: High
Defensive Capability: Very High
Maneuverability: Low
Crew Compliment: 2,000
Fighter Squadrons: 7
Shuttle Compliment: 5
Number in Service: 15


- Titan Class Frigate
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The Titan is the elder statesman of the fleet, dating back to the Civil War with the Ascendency. A full kilometer in length, the Titan was designed as a support vessel to the much larger Omega and Leviathan classes. It has since been repurposed as a main ship of the line, spearheading Atlantean battlegroups. It is essentially a big gun, designed to dish out punishment from any direction, but especially from the front with its massive beam cannons. It has a number of fighter squadrons for limited power projection and defense, but nothing compared to the Bastion’s.

Out of the ships to survive the Demon War, the Titan class by far survived the most intact, forming a solid core for the fleet to be rebuilt upon. It’s had a lengthy service to the Federation, and it doesn’t seem to be ending anytime soon.

Length: 1.5 kilometers
Type: Frigate
Role: Assault
Weapons Capability: Very High
Defensive Capability: High
Maneuverability: Below Average
Crew Compliment: 1,000
Fighter Squadrons: 3
Shuttle Compliment: 4
Number in Service: 20


- Trident Class Corvette
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A pre-war ship, the Trident was originally envisioned as a ‘Pocket Battleship’; essentially a ship built around a number of large guns. While the attempt was ultimately a failure, the Trident was eventually reworked, many of its weapons removed and its hull repurposed into a support craft, a role it has found itself exemplary at. It has been said to be a self-escorting cargo ship, and this is not far from the truth.

The Trident has a vast number of interrelated roles. In peacetime, these are normally limited to warship escort, Starship tender, and general cargo transport—and in some cases, the ship’s interior has been refitted entirely to create a long-range science and research vessel. When war breaks out however, the Trident’s role grows out to also include that of a compact carrier, blockade holder, and most importantly, armored troop ship. Its cavernous hull and modular design that allows for section addons allows it to carry massive amounts of supplies, troops, or fightercraft, each depending on its mission—even an entire Legion at once. Too large for landing however, the Trident relies on a multitude of dropships to accomplish its goal.

Length: 620 meters
Type: Corvette
Role: Transport, Support, Escort, Troopship, Strike Carrier, Blockade, Misc.
Weapons Capability: Moderate
Defensive Capability: Above Average
Maneuverability: Below Average
Crew Compliment: 100
Max Capacity: 1 Legion
Number in Service: 35


- Destiny Class Cruiser
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In the late hours of the Demon War, years of Demon tech research finally came to a head with the creation of the AIV Destiny. A chimera born of state-of-the-art Atlantean, salvaged Demon, and assorted Zoir tech, this vessel was designed with initially one singular purpose: to fight back against the Demons. While the first ships came off the production line too late to save the empire, twelve ships did make it into active service in time to provide a much-needed defense at Hope Station during the sixteen months of exile. Of these twelve ships, five survived the battle, and their numbers have since swelled to become the mainstay of the modern Atlantean navy.

The Destiny class measures out to be around 180 meters in length, and about twice as wide. Designed to be a well-rounded generalist cruiser, the small size of the ship allows it to excel at short-ranged knife-fighting. Unusually maneuverable in space, this ability is somewhat mitigated by air resistance in planetary atmospheres. This class of ship is generally used in a group, to surround and outflank an enemy vessel or group of vessels in a swarm formation. Other functions of the ship include escort for noncombatants, defensive operations for the larger Citadel, Bastion, and Titan classes, and fire support for fighter wings.


Length: 180 meters
Type: Cruiser
Role: Escort, Strike Assault
Weapons Capability: Moderate
Defensive Capability: Moderate
Maneuverability: High
Crew Compliment: 30
Number in Service: 75




Fightercraft and Small Vessels

- Messenger Class Shuttlecraft
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The Messenger is a personal transport vessel, and a number are stocked on every ship of the line. They have minimal defense capabilities, and thus are not designed for combat, though some crews have been known to refit them to be capable strikecraft. Many have also been refitted as short-range research vessels. The Messenger’s size is due to its massive jump engines. It is the smallest craft in the fleet capable of independent interstellar travel (fightercraft are restricted to intrasystem travel), and its engines are specifically designed to be top of the line. A variation without jump engines are used by the Legions for quick spot-to-spot personal transport.

Type: Shuttlecraft
Role: Personal Transport
Weapons Capability: Light
Defensive Capability: Light
Maneuverability: Very High
Crew Compliment: 10 Max

- Fury Class Starfighter
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The 'iconic' Atlantean space fighter, the Fury is a fast, powerful craft designed in mind for speed and swarm tactics. It is the fleet's main interceptor, used for taking down enemy warheads and bombers, and generally keeping the airspace firmly in Atlantean hands--though it cannot stand up to larger targets. Its thin profile makes it a tough target to hit, perfect for an interceptor or space superiority fighter.

Type: Starfighter
Role: Interceptor
Weapons Capability: Moderate
Defensive Capability: Light
Maneuverability: Insane
Crew Compliment: 1

- Dawnstar Class Starfighter
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The Dawnstar is the newest addition to the Atlantean starfighter fleet. It blurs the line between Interceptor and Space Superiority, offering unheard of maneuverability as well as a greater amount of firepower and defense. There are very few in the fleet at the moment, reserved right now for Elite Squadrons only. The Empress’s guard all fly this class of ship.

Type: Starfighter
Role: Interceptor/Space Superiority
Weapons Capability: Moderate
Defensive Capability: Light
Maneuverability: Insane
Crew Compliment: 1

- Peacekeeper Class StarFighter
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The Peacekeeper class is the standard assault fighter of the space fleet, used for assuming control of the battlefield by taking out other fighters and bombers, as well as light bomber duty. It has a good mix of maneuverability and firepower, making it a jack-of-all-trades. As such, it is usually the first craft granted to a fighter pilot.

Type: Starfighter
Role: Assault
Weapons Capability: Moderate
Defensive Capability: Moderate
Maneuverability: Moderate
Crew Compliment: 1

- Inferno Class Starbomber
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The Inferno is a beast, designed to carry enough ordinance to go up against much larger targets. They are less fighters and more flying tanks, unable to defend themselves much against smaller, more agile fighters. For this reason they are usually guarded by a wing or two of allied starfighters.

Type: Starbomber
Role: Bomber
Weapons Capability: High
Defensive Capability: Moderate
Maneuverability: Below Average
Crew Compliment: 2

- Valkyrie Class Armored Dropship
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The Vengeance’s purpose is threefold. It is designed to get troops from the Trident class gunship to a planet’s surface or onto a hostile vessel. As such, it is heavily armored. Its other purpose is fire support; both for land forces and as a heavy assault bomber if need be. With thick armor bombarding capabilities, it is a menace on the battlefield.

The Valkyrie's last purpose is a defensive and logistical one; it is designed to serve as a mobile headquarters for a campaigning force, and as such also houses a special shielding weapon that can be expanded to protect a military force. Once deployed as a mobile base, it is also capable of long-range artillery bombardment, thus giving the Atlanteans a well-needed dose of ‘Shock and Awe’ in their arsenal.

Length: 50 meters
Type: Dropship
Crew: 3
Max Capacity: 300 troops or up to fifteen vehicles




Ground Vehicles

- Conqueror Class Tank/Transport
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The Conqueror is the workhorse of the army, providing it with both a mobile hovertank variant and a larger APC variant to transport troops quickly to and from the battlefield. As a tank, it moves like a fighter close to the ground, hovering just inches above the soil, outmaneuvering anything in its way. The APC variant has a larger storage area beneath and behind, allowing for easy transport.
Type: Main Battle Tank/APC
Crew: 2

- Sentry Class Speeder
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The Sentry holds minimal weaponry aside from two forward facing pulse batteries. It rarely needs to engage in combat however, as the craft is exceptionally fast and nimble. Due to its speed, only specially trained troops may operate this vehicle.
Type: Scout
Crew: 1

- Fortune Class Turret
The turret is a large automated and mobile anti-air and anti-ground defense cannon, capable of both offensive and defensive strikes. They are instrumental in solidifying base defenses, and any deployed Legion has a large number circling their base of operations.
Type: Turret
Crew: N/A

- The Atlantean Soldier
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The basic infantry soldier in Atlantis is outfitted in full powered body armor, designed to protect the soldier from heavy amounts of fire. The type of suit is dependent on both the conditions the unit is in as well as the rank of the soldier. Lower ranked grunts get a very basic suit, while higher ranked officers get more detailed (ie traditional glyphs and decoration) and well-made units. The suit can absorb hits and redistribute power as needed. The suit can also be used as a life support, in case of explosive decompression or expedition on a hostile planet. Other types of suits are more specialized, ranging from aquatic suits to the larger heavy assault ‘powered armor’ types.
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The basic soldier is also given access to a number of weapons. All types of Atlantean weapons, from Assault Rifles, to Pistols, to Heavy Anti-vehicle weapons all rely on Orchalic technology. There are many variants depending on the purpose. Most soldiers are given a standard heavy rifle, as well as a smaller sidearm of their choice—though for new recruits these choices are small. Each soldier is also equipped with a collapsible energy Trident weapon in the rare event of melee combat, as well as a retractable knife for general use. Other weapons are equipped as needed. Finally, soldiers are equipped with the Legionary Shield, a rectangular armored power shield that is placed on the left arm. It can be expanded and placed together to form a temporary defensive wall.
Last edited by Nova Atlantis on Sun Feb 03, 2013 8:15 am, edited 11 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
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Postby Nova Atlantis » Sun Nov 20, 2011 12:08 am

THE CITY

-The City

Atlantean architecture is massive and monolithic, yet highly detailed. Incredibly ancient looking, yet cutting edge. At one point it may focus on straight or bent lines intersecting; at another it may give way to a more organic curve. Regardless of the direction the architecture goes however, it always follows the surrounding nature; Atlantean structures are based on integrating themselves into their surroundings. For this reason, buildings in different locations may be differently colored. For instance, a desert city may have a more ‘sandstone’ approach from a bay-side city which may be a more silver and grey ‘stone’ design. Some cities have been built right into the cliffside; some even hosting waterfalls. In general, towns tend to edge away from the ‘grand’ for a more ‘down to earth’ community feel. To Terran outsiders, the architecture may resemble a futuristic blend of many ancient Earth cultures, such as Minoan, Egyptian, Mayan, and Indonesian.

Common Atlantean architectural quirks (especially within ceremonial buildings like government and religious complexes that use an older Neo-Classical design) include pyramid structures, arches (usually angular in design), obelisks, domes, terraces, towers, and a liberal usage of columns, as well as spires and the intersecting line towers as seen above. Inside, many buildings are highly detailed with art in themselves, ranging from carvings of events and stories to more abstract designs to add to the grandeur of Atlantean society. Orchalic energy spreads itself across buildings, creating the distinctive blue lines that crisscross Atlantean structures.

The Atlantean city is divided up into various self-sufficient districts, effectively making them a collection of smaller towns. At the center of each district is the Plaza, the center of Atlantean public life. Here, shops, local guilds, public services, religious structures, and government structures all exist side by side. They are built so that everything is moderately within walking distance of each other, or at the very least only require short rail rides. Everything surrounds a pedestrian plaza, which in many cases may take the shape of a number of interconnecting and winding streets. Each type of building is generally built within a region allotted to it; eg: all religious structures are relegated to a certain quarter, as are all government and service structures, as well as shops and guilds.

Around the plaza exists the various neighborhoods. They too, are divided up, though by class. The Upper Class of course have the closest connection to the plaza, with the Middle and Lower classes existing further away. Atlanteans in the city live in apartments, thus saving space in the otherwise crowded city. In towns they can be more spread out, with houses and villas, or farms in the more rural areas. The center of the city consists of the main plaza, an area of spectacle and awe. Here the guilds have their regional headquarters, towering over the various shops on the plaza. A short distance away is the city Acropolis, where various Temples, Shrines, Pyramids, Oracles, and Churches reside, many also having mystical groves (especially shrines and oracles) surrounding them.

Also surrounding the main plaza are the various sport stadiums, theaters, race stadiums, and even bath houses and pools, adding recreational benefits to the city. Also located here are the city’s main University complex, which is often a sprawling campus, including the main library (branches are located in each District), hospital (also with branches), Museums, and even in some cases an Observatory.

Finally, at one end of the main plaza are the government offices. The Governor’s Palace, as well as the halls for the Local Senate, the Local Court, and the headquarters for the region’s military and police forces. In between them is a long mall filled with monuments and gardens. The plaza itself is often the location where would-be performers and activists try to gain attention, as well as where various celebrations are held.

All cities have starports, though naval cities often have them built as naval harbors. These are generally vaguely Carthaginian-esque, with a large circular outside protecting the port, and a central island in the middle. Piers are divided up as needed between the military and the commercial, as well as a number often converted into a tourist location.

The city has one other location: the Industrial Sector, which also contains the power center of the city. This is generally located a bit away from the Grand Plaza, so as to not ruin the ‘atmosphere’.

One Grand Plaza in particular is of note: the capital, Tikal, has located its Grand Plaza entirely on a small batch of islands at the end of its river delta, where the Imperial Palace resides. The place has since become a major tourist attraction, hosting all sorts of famous structures using neo-classic Atlantean design.

- Transportation

Most urban transportation is public. Rail systems link cities together, as well as the various districts inside each city. Each district is designed so that most points of interest are within walking distance. The Plaza, for instance, has no streets as a western Earth city-dweller knows of them. Rather, it is, depending on the district, either a massive courtyard or a series of tight, intertwining walkways. Bikes are common. In contrast, non-rail transportation is usually flight-based. Steams of flying vehicles are directed by advanced GPS systems, both in urban and in rural areas.

Transportation of material is largely non-existant. Thanks to transportation tech, anything that is needed can be teleported from one area of the planet to another instantaneously. Each building has its own teleporter code in order to keep unwanted materials from coming through and to help verify purchases. Teleportation of living beings his prohibited; the idea is that since teleportation disassembles the original and creates a copy, it would essentially be a death sentence. The replacement in traditional Atlantean theology would be a soulless philosophical zombie.

Space travel is relatively casual; while expensive, it is by comparison no more so than a modern tech nation citizen flying from one continent to another. FTL transportation relies creating temporary wormholes between two locations, utilizing the naturally occurring gravitational effects stars have on space-time. Because of this, wormholes can only be created within a few dozen AU’s of the star. In times past, Atlantean ships were entirely dependent on naturally-occuring ‘jump nodes’ linking one system to another in a haphazard network. These days however, Atlantean jump drives have become advanced enough that they can create their own temporary jump node as long as they’re within the gravity well of a star. Such jumps must be calculated carefully; one wrong trip into subspace can end either by flying into a star, or by simply drifting off into the void of subspace, from which there is no return.

- Communication

Communication across Atlantis is instantaneous. FTL communication is ubiquitous, using microscopic subspace nodes to transmit information from one location to another with zero time delay, regardless of destination. There are however, drawbacks to this approach. Communication is done by narrow beams; only the intended target receives the message. For this reason, ships are also equipped with older STL communication devices for the use in distress signals. Starships are equipped with a viewscreen for person-to-person conversations, though as of late these are being phased out in favor of holographic systems.

The Atlantean internet is all-encompassing and necessary for the continued functioning of society. Every household has at least one console with access; most have more than one. Indeed, virtually every person has their own mini-console to be used as phones or tablets. Consoles are almost entirely holographic; stationary consoles project as many hard-light holographic screens as needed, while personal consoles project a hard-light holographic system across one’s wrist or ear as needed. Atlanteans are almost never without a personal console.

This reliance on communication technology may seem paradoxical to the otherwise quasi-luddite cultural stance of Atlanteans, but they are also very community-driven, and so anything that can bridge the gap in communication over distance is a good thing.

- Technology

Atlanteans maintain a high level of technology, though at such a level it is odd they have not undergone a major singularity, and in fact their society can still be related to early 21st century culture---and in some cases, even pre-industrial. This can be attributed to the quasi-luddite cultural stance the Atlanteans have placed on themselves. Due to their religious beliefs regarding the body and soul, genetic and cybernetic engineering is restricted to medical cases only; trans-Atlanteanism is strictly prohibited. Likewise, AI’s are restricted; while they exist, they are restricted to military or government service and are usually shackled with restrictive protocols and kept away from anything that may allow them to grow or advance. Teleporter technology is limited to non-living specimens. In rural areas, things are often still done the way they were thousands of years ago—just with some measure of technological assistance. The holding pattern of Atlantean thought is that they rule technology, not the other way around.

Hard-light holographic technology is a common sight on Atlantis. Anything from personal computer consoles and AI representations to holodecks are common.

Despite the advent of complex three-dimensional printers and other similar devices, the trouble and expenses of having to procure all the necessary material means that usually only relatively simple devices are printed by private individuals as needed. That said, guilds do sell plans for their products—though these are usually heavily enforced with limited builds, subscriptions, and user ID checks.

Atlantean technology has a semi-mystical quality to it, not because the inhabitants believe it is magic, but because it is how it is described by outsiders. The crystals, the buildings, the vehicles; it all speaks of something ancient, magical, and majestic. Part of this is because most, if not all, technology on Atlantis is based off Orchalic crystals, a whitish-blue material that contains a powerful charge in some states which it gains from the energy around it (most importantly being solar energy), though eventually the crystal will run out of energy and will need to be replaced. When active but not in use it gives off a soft blueish glow which is characteristic of Atlantean civilization. When in use and charged, such as the tip of a weapon, it turns a vibrant red and crackles with electricity. The crystals also make for perfect units for storing and retrieving information, and are integral to Atlantean computers. Orchalicum is also the basis of Atlantis’s energy supply. While some areas also use direct hydro-electric, solar, geothermal, or wind where appropriate, Orchalicum is central to Atlantean society due to its nature.

- Law Enforcement

Law enforcement is the job of the local militia. The Imperial Government largely stays out of internal state affairs unless the offender is charged with federal crimes, or if a case is appealed to the higher levels of court. Mostly however, at this time Atlantis has a very low crime rate, due in part to the fact that Atlantis is still shaking off the shock from the war, and the complete control the government temporarily had over the country in the aftermath, as well as the relatively low population.

- Education

Education for Atlanteans begins at age seven, and is mandatory and funded by the state. It is taken very seriously, with a highly focused and rigorous track system in place. One’s future is determined by one’s interests and overall skill, with the intent of placing the student where he or she will best serve the state. Schooling lasts until the age of twenty-five (around the mental age of 16 for Atlanteans), and after that they are free to do as they wish. The last years of school are filled with strenuous tests, the biggest of which being the final exam.

Upon graduation, many Atlanteans enter a guild rather than continue with university. Once within the guild they are paired with a master as an apprentice and taught the trade they chose to learn over the next few years. At the age of forty (around twenty-two for Atlanteans), they are allowed to graduate to the role of journeyman and begin actively participating in the guild as a full member.

Other Atlanteans choose university, where they learn white-collar jobs, much as they do in Terran cultures. Universities usually last around six years, at which point the graduate student is allowed to enter their field of choice and progress up the employment ladder. The last group of Atlanteans choose the military, which also requires six years of study from its own academy, as it requires its soldiers to be highly intelligent.

School is year-round, though a large number of breaks mean that Atlanteans generally go to school less than their Terran counterparts do—a lucky side-effect of the slower aging of Atlanteans compared to Terrans. Emphasis is on group work and projects aimed at solidifying their knowledge together rather than having little bits and pieces lying around.

One area of note is self-defense, as fighting skills are mandatory for an Atlantean. These can range from simple self-defense martial arts to skill with various types of melee weaponry. This is due to an underlying warrior culture within Atlantis. While not nearly as bloodthirsty of a people in the modern era, they still retain and are very proud of their ancient traditions which manifest themselves in various combat sports.

- Houses and Family

The single most important unit of Atlantean society is the family. Many families of Atlantis can trace (or rather, claim to trace) their family line back to before the unification wars on Lemuria (and some can even point to the holy texts where the gods created the first houses), and most can reliably trace them to at least the Zoir War and the desporia on Earth. Each family is named after its patron god or goddess, the deity that has sworn to protect them, with families traditionally going back to the time when the gods supposedly walked across Lemuria. These clans, or ‘houses’ have dominated politics throughout almost all of recorded Atlantean history. At times they have been powerful enough to dominate entire states, forming feudalistic kingdoms and empires in their names. Indeed, the holy texts even give the names of ten houses given direct authority by the gods to rule—the ten kingdoms of Lemurian antiquity. Only recently has their power been taken away with the massive reforms to the government enacted by Empress Atlantia in an effort to reduce the rampant corruption in the Atlantean government, and even she has faced stiff resistance to the change by the remnants of the old rule.

Historically, one’s clan determined one’s social status in life, and Atlantean society had a highly rigid and multi-tiered caste system, and the only way to improve one’s standing was through feudal politics. With the reestablishment of Atlantis as a political state two hundred years ago, the houses made a political comeback and the caste system began to form again. This has since been averted by the new government headed by Empress, who has outright banned the caste system, despite the houses still retaining some political power. The sizes of Houses range from just a few family units to thousands among the largest and most powerful.

Pets are common; cats and dogs are prime choices, as are the famous red-feathered ‘Phoenix’ falcons, as well as various small aquatic specimens such as fish, silver swimmers, and trilobytes. However, some more rural Atlanteans prefer a more exotic touch, and some have tamed King Raptors to ride as mounts. Livestock is just as diverse; Aurochs are the cattle of choice, and pigs, chicken, and sheep are common sights. Of particular note is the Empress’s pet dragon, named Tanis, who was a gift from one of her former benefactors, Im Ktmma.
Last edited by Nova Atlantis on Sun Oct 07, 2012 7:08 am, edited 12 times in total.
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4.2 THE ECONOMY

Before the Demon War, Atlantean society ran off a socialist economy. Local businesses were allowed and in fact encouraged, but strict government watching prevented any megacorporations from rising. While class stratification existed, the government, using heavy taxes collected from the rich, funneled much of its funds into providing for the lower classes. This changed in the years before the war, however, as corruption and general ambivalence in the government allowed for a more laissez-faire style of economy.

Since the war, any semblance of Atlantean economy before the war has been swept away along with the empire. Taking complete control of everything in the aftermath, Empress Atlantia directed her people from a few scattered exile colonies in the Kuiper Belt to the Ithika System. Using her unique position as sole governor of her people with no existing infrastructure, she instituted a (at the time) controversial ‘build for bread’ program. Anything remaining from the older economic system was wiped away and everyone was given a clean slate. During the process of resettlement, they would also be given food to sustain them—with the help of food shipments from The Union. In return however, they were to design and rebuild their civilization. For the first eight years after the resettlement, this worked, much to the surprise of the plan’s detractors. By eight years, however, the majority of the planned cities and towns had been built, and Atlantia began to shift the country back to a more standard economy.

As such, a full decade after resettlement, the light socialist economy has mostly returned, though far weaker then it was before the war. No longer a multi-star system empire of billions, the surviving population of twenty-five hundred million still manages to get by. Large corporations are still prohibited in favor of small businesses, though many government-owned companies dominate the industry.

Atlantis’s economy is insular, with zero imports or exports.. Part of this is due to Atlantis’s traditional isolationist policies, though part of this is also mandated by Empress Atlantia herself, as a way to help make Atlantis self-sustaining and able to stand on its own. Bringing in foreign companies and imports would only threaten Atlantis’s already fragile economy and culture.

The local economy depends on the region. Smaller towns, depending on the region, are proficient in mining, logging, fishing, and farming. The larger cities are responsible for various forms of industrial and science work, as well as regulating the economy. While each state is mostly self-sufficient, they do trade with one another for various goods. As such, an insular trade industry has also popped up. Some cities, such as Ishikal, have a thriving tourist economy.

One important material Atlantean civilization requires, Orichalcum, cannot be found in Atlantis, but rather in former Atlantean territory in the Atlantean star cluster. This, combined with salvage of old Atlantean fleets and cities in the region have made it is very lucrative business. However, it is very dangerous as pirates and other nations have begun moving into the region in the aftermath of the power vacuum left by the war.

The Atlantean form of currency is the credit.

- Guilds

Guilds have been a mainstay of Atlantean culture for eons. They take the place of larger companies, instead relying on a number of people with high competency in their skill. There are guilds for just about every type of 'blue collar' service, and even some white-collar ones, though more of those tend to be driven by the government.

Upon graduating from school, a student may join a guild of his or her choice, at which point they will become an apprentice to an existing master. The master will teach them everything they need to know about the art for fifteen years, at which point the apprentice will have either been flushed out of the program or will graduate to the role of a journeyman, at which point they will be considered a full functioning member of the guild.

When a journeyman becomes a master is less clear, and is reliant on the council of masters. A journeyman must apply for the role, to which the council will vote yes or no. A journeyman can apply as many times as he or she likes, but can only become a master when the masters are in majority of the opinion that he or she should. Only masters can train apprentices or serve on the council, which dictates all guild decisions.

Guilds are watched carefully by the government to make sure that they are charging a just price, and heavy penalties may be applied if the guild breaks this agreement with the government, including even the termination of their operating license. Only one guild of each industry may operate in a particular area, though guilds often trade resources and manpower, and can even boycott one another if unpleased with a guild's conduct.

- Energy

The Atlantean Federation is a self-sufficient entity; it requires no energy imports and it exports none. Its main source of energy are charged orichalic crystals. These crystals are charged by surrounding ambient energy and will, in time, recharge—though this is on a near-geologic scale. As such, the demand for new crystals requires the Atlanteans to mine their old Demon-devastated territory, as their current home, while containing some reserves, does not nearly have the same amount. While still technically under Atlantean control, the old cluster cannot be adequately policed by the much-reduced fleet, meaning that mining is a hazardous undertaking as more and more pirates, raiders, and the occasional rogue state move in.

While the crystals make up the majority of the Atlantean energy network, it is not the only kind. Mining of the nearby gas giants has left Atlantis with a glut of deuterium and helium-3. Planetside; wind, solar, hydroelectric, and geothermal fill in the remaining gaps.
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5.1 HISTORY

Beginnings

The beginnings of Atlantean history are vague, in most part due to the repeated destruction of the Atlantean people and nation. Though excavations are underway on the remnants of Lemuria, the sheer amount of history there makes it certain that much of the earliest past will remain hidden for many years to come. What is known is that around twenty-five to twenty thousand years ago (or possibly earlier), river valley civilizations began originating on the planet of Lemuria, growing out of various Neolithic cultures across the world. For thousands of years these civilizations expanded, empires rising and falling. Each area of civilization was vastly different.

Around eighteen thousand years ago, however, this all changed. While no scientific explanation has yet been found, religious texts claim that at that time the gods descended from the heavens, various pantheons but all interrelated to each other. Each pantheon took charge of a particular region and groomed it, removing existent opposition easily before instilling their own values and teachings upon the people, as well as advancing their sciences and culture. They also swept away much of the old cultures, such as pre-existing belief systems. Within the span of two millennia, Lemuria had become completely transformed from a collection of Bronze Age regional powers into a world-wide confederation of early Iron Age kingdoms.

The gods decreed there would be ten kingdoms, headed by the ten feudal clans that had been their highest supporters. Under them would exist a clan-based feudal structure (a pre-existing Lemurian concept that had been incorporated into the ten kingdoms setup by the gods). From there, the ten kingdoms would be allied together, meeting every few years to discuss diplomacy together in an effort to prevent wars and strife. But just as Lemurian civilization seemed to be reaching a cultural zenith around sixteen thousand years ago…the gods vanished.

Lemurian civilization stagnated. The gods had interrupted Lemurian cultural development at a crucial stage, and without them they had no will to continue advancing. For the next three thousand years the system put in place by the gods continued without a driver, with each generation emulating the generation before without any sense of innovation or advancement. Indeed, advancement was frowned upon because the gods had not directly approved of it.

Eventually however, the system began to break down. Wars began to break out more frequently as diplomacy failed. This led to innovation. Innovation then led to more variant schools of thought. That led to more war. A vicious cycle engulphed Lemuria. Technology progressed quickly over the span of a mere two centuries, and the earlier decedent culture all but vanished as war became a standard fact of life.

Near the end of this period, with technology about on part with early 20th century Earth, the world finally exploded into a full world war that lasted a good ten years, which was the result of several smaller but interrelated regional wars. The results of this resulted in a second world war, which in turn ended in a nuclear holocaust. The resulting post-war period saw the complete desolation of every political power and economy still in existence, as well as the degradation of the planet’s environment. Within two centuries of war, all that had been built up before had been laid to waste.

The War of Unification

The Lemurians faced a crisis. Their world would become entirely uninhabitable within two generations. Fortunately for them, another habitable world existed within the system, a planet they called Atlantis. What remained of the governments funneled what little they had left in their economies into space programs, fueled both by the crisis and a space race caused by their continuing rivalries. One by one, colonies were established on Atlantis by the various powers. And as technology improved, it seemed as though they could also fix Lemuria’s environment.

With the crisis averted, the kingdoms of Lemuria turned inward, using the colonies to mine resources to rebuild and support Lemuria, as well as fight their wars, as it seemed as though the Lemurians had not yet learned their lesson. But as the demand placed on the Atlanteans (as the colonists had come to see themselves) grew, they began to grow discontent, though the Lemurians either did not know or did not care until revolts began to break out. The revolts, while at first put down, began to grow in strength and fury until many of the colonies declared independence.

This shifted the Lemurian and Atlantean culture. The various colonies now all faced direct invasion whether they had declared independence or not. Likewise, the Lemurians now faced a planet-wide revolution. The two planets, against all odds, put aside their regional differences and pooled their resources together against the other. The war began with a coalition invasion of Atlantis. Though hard-pressed, the Atlanteans managed to repel the Lemurian forces, and launched a counter-attack.

The first Atlantean objective was to conquer the other Lemurian colonies in the system, of which they had established in the last century. Once they had deprived the Lemurians of their main sources of raw material, the Atlanteans struck at Lemuria directly. The war on Lemuria lasted years, but one by one the ten kingdoms fell to the might of what was now the Atlantean Empire.

With this shift in power, the concept of a ‘Lemurian’ faded in importance until it was for just the planet, while ‘Atlantean’ became the standard term for the species. And from their new unspoiled powerbase, the Atlanteans charged forth, discovering subspace and inventing many things needed for space travel. And one by one, the neighboring systems were incorporated into the Atlantean Empire.

The First Empire

As the Atlanteans expanded, they began to run into other alien powers, many of which were just as advanced as they are…but some were far older and far more powerful. The resident superpower of the local area at the time was the Zoir Empire, a massive empire controlled by the Zoir, a bear-like species.

Also at this time, dark things were beginning to stir. A truly ancient species from the edge of the Galaxy, in the Globular Clusters, nicknamed the ‘Demons’, were the children of an even older race of beings, created to be the warrior cast of their society. Around twelve and a half thousand years ago, the Demons began to carve a path through the galaxy to the core, with Atlantis and the other local races in the direct path.

The Zoir led the charge, creating a coalition of powers from the other local races, including the Atlanteans. The war was bloody and cost many races their existence, and for a time it even seemed as though the Zoir and their allies would fail to repel the Demon offensive. In desperation, they developed a last-ditch plan—the entrapment of the Demon armada within a pocket universe. The plan succeeded, and the Demon Armada, as well as every system they were in, vanished from our own universe.

But only one fleet had been taken care of, and the Zoir knew that even their pocket universe would eventually fail to hold. With the threat of the Demons still looming, they embarked on a systematic conquest of their former allies in order to support their own fleet. The coalition fought back of course, but none could stand against the Zoir. It took a century of war, and a full ten years to defeat Atlantis, the last of the coalition to fall, but eventually Zoir made it to the Atlantean home system, and destroyed it.

The Exile on Earth

The Atlanteans spent the century of war well at home. As it became clear that they would not win, the Atlantean government began planning for the worst case scenario. A number of plans were concocted. These ranged from planet-wide cloaking devices to various doomsday machines, but eventually the one they settled on was an exodus. Several massive colony ships were constructed near the end of the war, with the intent to restart the Atlantean civilization elsewhere, away from the Zoir.

As the final battle raged, the ships launched. Many did not make it past orbit, shot down by Zoir forces. Others managed to escape but for whatever reason never made it to their destination. Others did, but the colonies did not survive. Out of all of them, only one made it to a habitable world…Earth. Around ten and a half thousand BCE, an Atlantean colony ship landed on Earth, on a large island. From there, the survivors rebuilt their empire.

(A side note, if you had wondered what had happened to the Zoir, they were eventually undone by one of their victims, who had developed a distinctly anti-Zoir pathogen. The empire collapsed as the majority of its people were killed off by the virus)

Atlantis grew in strength again, subjugating the local population of Humans, who were for the most part still in the Neolithic age. For five hundred years, Atlantis was a shining beacon on Earth, until once again the rivalries that had dominated Atlantean society since the beginning reared its ugly head again. As Atlantis expanded, it required more and more from its existing colonies. This lead to a rebellion, which in turn led to a war, which in turn led to the rebels getting their hands on an Atlantean doomsday weapon. The crossfire led to mutual destruction, and the island of Atlantis sunk in a day and a night, its colonies also wiped from existence.

What few Atlanteans remained hidden away, a few isolated colonies and villages scattered across the globe, having seemingly finally learned their lesson about power. Though some integrated themselves into various Terran societies, most remained xenophobic and remained isolationist, even if that meant their eventual dissolution through small populations.

The Second Empire

(Nationstates era begins here. May 15th, 2003)

Two centuries ago, a call went out. A young man by the name of Orion claimed an unpopulated island as a new homeland for the Atlantean people. He was quickly joined by many likeminded individuals (some of whom would eventually become the first leaders of the new Senate and the Military), and within a year the population had boomed to a full five million people, with more arriving daily. Immigration far outpaced construction at first, but the more hands arrived, the faster work could be done.

Though initially a ‘modern’ country, Atlantis’s technology progressed quickly, reclaiming many areas of knowledge that had been lost. And with such a small island being filled with so many people (Orion never imagined so many had survived over the millennia), the decision was made to return to space. A small star cluster of around twenty stars was located not too far from Earth, and the exodus was made. Atlantis was quickly regaining its former glory. It reached out, joining the APTO as well as dabbling in foreign politics on a regular basis. Various wars were fought, in Elaran space against their oppressors, the Neo-Atlantean invasion, a civil war, and of course the return of the Demons.

The Zoir pocket universe finally collapsed, allowing the Demon fleet trapped inside to finally resume their attack. They had survived by literally eating every system that had been trapped with them, and now they were free. And with both the Atlantean and Zoir empires shadows of their former selves, they were forced to find new allies to fight the Demons with. It was an intense war, but eventually the Milky Way powers won out, destroying the central Habitat station that controlled the rest of the fleet.
With this, the Atlanteans were riding high, but retreated back into themselves with the exception of keeping contacts open with their existing allies. In addition, internal strife and social issues led to another civil war. The loyalists won the war with the help of Empress Atlantia, the heir to the Atlantean throne. She had been frozen on one of the colony ships in orbit around Atlantis for thousands of years, but now free resumed the imperial lineage. Upon winning the war she began enacting sweeping reforms to deal with the corrupt and ineffectual government—though she had limited success at first.

Her dreams of a new golden age would not come to be however, as the Demons had decided they would finally avenge the fate of the first fleet. And this time, they decided to be far more devious.

A few years after the Civil War, it became apparent that the Zoir had ceased communication with Atlantis. A scout fleet was sent out to find out what had happened—to find all of Zoir space utterly destroyed and Demon wreckage in the area. And the Demons made it clear that the Atlanteans were next, followed by every other country that had assisted in the prior two wars. And indeed, they made sure each nation they attacked would be isolated first.

Empress Atlantia soon found herself in the company of one Im Kmmta, a mysterious man of unknown origin hailing from what claimed to be the Olympian Gods. They would be Atlantis’s only ally in this final war, which after a year resulted in the utter annihilation of the Atlantean Federation, while Im’s forces eventually succeeded in taking out most of the Demon leadership in the year after. The surviving Atlanteans, at a number of about six million (as opposed to the eight-nine or so billion prior to the war), regrouped at Hope Station, in Sol’s Kuiper belt, near an icy planetoid named Selene. And sixteen months after the fall, what remained of the Atlantean forces and Im’s reinforcements valiantly defended against the final Demon offensive of the war, which resulted in victory for Atlantis.

With so few Atlanteans remaining, Empress Atlantia decided to resettle her people in the Ithika system. They were once again going to hide in plain sight, lost in the crowd. And fifteen years later and after heavy rebuilding, Atlantis is beginning to stabilize once again. Atlantia has also used this chance to construct a government of her own wish, a true Constitutional Monarchy, reducing the power of the houses and making the Senate a true Senate, not an Oligarchic council.
Last edited by Nova Atlantis on Sun Oct 07, 2012 7:09 am, edited 43 times in total.
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6.1 SOCIAL CULTURE

- Popular Media

Escapism has become an increasingly important part of Atlantean society since the war. Holographic Entertainment Systems are currently very popular time-wasters, and both private holosimulation systems and communal holosuites are ubiquitous. Holo programs come in one of two flavors, though the line is becoming increasingly blurred. The first is standard gaming, while the other are vids, or shows and movies, for passive viewing. Much, but not all, gaming is done via multiplayer, and can range anywhere from simple puzzles to full MMORPGs.

Thanks to the disporea on Earth, Atlantean genres are fairly similar to that of western Terran culture. Those that are of particular interest to Atlanteans include survival-style reality series, mystery, comedy, general drama and romance, and historical fiction that idolizes Atlantis. Other genres have become more popular in part due to the aftereffects of the war. These include comic book style superheroes and slasher horror. Another genre that is quickly becoming popular is a subversion of Lovecraftian cosmic horror, where the hero in the end is able to have an impact on an otherwise unforgiving universe.

The internet also plays a pivotal role in social culture. Aside from multiplayer gaming, Atlanteans are fond of message boards and social networking. In fact, there are several major networking sites each with a different slant and style.

Music is a very regional thing in Atlantis, with bands usually sticking to their own areas, though there has been some cross-promotion. Part of this is because there is no corporate interests; no music association group. Musicians are responsible for their own success, and some simply do it for free as a side hobby. Like everything else, Terran society has been a large influence on modern Atlantean music, with modern styles becoming highly popular. Rock has become increasingly popular, though Atlantean rock uses more traditional Atlantean instruments then elsewhere, making it somewhat different. Traditional Atlantean instruments include drums, various types of flutes and harps (and lyre), and a large low string instrument called an Oran. Various types of horns were also known to be used, but were far less common.

- Art

Traditional Atlantean art ranges from abstract to classical and realistic, with abstract becoming more frequent as of late. Art is generally used to glorify Atlantis’s past, overlooking the bad eras to focus on the good ones. Before the Zoir war the glorification of gods was also common, but as of late that has fallen by the wayside.

Statues and other monuments of architecture tend to be somewhat realistic, but also somewhat stylistic, romanticizing the event or person being portrayed much like myths make figures larger than life. Animals are common, especially eagles, lions, and various aquatic animals such as ammonites and dolphins. Water is a fundamental part of Atlantean art, and many artworks have water incorporated into them, whether by actual water or simply the feel of it.

Paintings on the other hand are rare; mosaics are far more common, and many times orchalic crystals are used in the construction of murals, giving the piece an almost otherworldly quality. Many times however, mosaics don’t even focus on a particular person or object, but rather are purely abstract, using designs to convey meaning. Another type of flat art that is growing in popularity are stained glass.

Traditional plays are usually a common sight during religious festivals, often based on ancient myths and legends from the holy texts. These plays are very stylistic, performed in the manner they have always been for thousands of years.

- Sports

Racing is one of the most important sports in Atlantean culture. Many types of racing exists, ranging from track to skiing (all forms) to swimming. The most elaborate by far however, is the Shokael, or sky racing. Participants customize their own flying machines (backed by various guilds and organizations in order to pay for it unless they are independently wealthy, which is rare) and then race one another in a giant race that spans across the Hardael planet-moon system. Vehicles have to conform to race standards and have to be capable of traveling through space, various atmospheres, asteroid belts (Hardael’s rings), and the atmosphere of Hardael, a gas giant. Another major type of race which is more local, with a track located in every major city, is the chariot race. Teams of chariots, drawn by teams of raptors, race against one another in a massive stadium.

Another major type of sport are the various fighting sports. Many matches involve fighting with various forms of Atlantean martial arts, while others involve weapons and the fighting styles that accompany them. Sometimes many matches are set to go at once, creating large melee battles. Even more astounding, sometimes trained animals such as raptors are let in as well to test their human opponents. The danger in this is obvious and there have been numerous injuries (and a few fatalities), but heavy safety regulations make sure that it is still as safe as possible. In the same spirit, mock sea battles have also been known to be performed, though due to the cost of this, it is relatively rare. Hunting is another popular sport.

Other sports involve various Olympic contests and feats of strength and skill. Archery is a common contest, as is discus throwing and pole-vaulting. In addition, hockey has become something of a cult favorite in Atlantis, a winter sport to keep the masses occupied. Finally, in an odd twist of fate, the Terran schoolyard sports of dodgeball and capture the flag have also since become cult favorites and have actually melded together to become some bizarre ‘war’ sport.

- Food

Thanks to multiple apocalyptic events marking Atlantean history, any native Lumerian cuisine has been lost to time, largely due to the fact that the plants and animals used then are all extinct. As such, a new style of cuisine evolved during the disporea on Earth, influenced by Terran cultures in part, but also in part an attempt to use old Lumerian recipes with Terran food.

Heavy emphasis is put on seafood, and as such Atlantis has a very strong fishing industry. Fish, silver swimmers, trilobites, crustaceans, squid, and ammonites are all common delicacies. Other meat is used, though none are as dominating as sea food. One type that is common however, is pork. Beef is used somewhat, but the auroch cows of Atlantis are more used for milk. Also common in Atlantean food is rice, a species that they have genetically adapted to thrive in colder climates which is grown in wet farms in the rainforest regions. Dry farming is also done, with many new and old world vegetables (such as corn, peas, tomatoes, and potatoes). Various species of nuts are also used in various recipes, as is bread. Fruits include apples, dates, oranges, grapes, and a species of kiwi adapted to the colder temperatures, among others. Noodles are occasionally used as well. Finally, one of the most important parts of Atlantean cuisine is spice. Atlanteans love their spicy food, and depend on many types to bring out the flavor. To an Atlantean, the spicer, the better.

- Clothing

Traditionally Atlantean clothing is somewhat ornate yet functional; colorful tunics, dresses, robes, skirts, midriffs, and pants (with variations depending on the climate). Abstract ornaments and tattoos depending on one’s status in society are also popular. Shoes normally consist of either boots or various ornate forms of sandals. Blues and greens are popular colors, with red and yellow as secondary accent colors. White is also used, though to a lesser extent.

- Supersitition

Atlanteans are notably superstitious, probably a byproduct of having religions with heavy mystical aspects as a core part of their culture. As such, there are many traditions akin to the Terran ones involving spilling salt and black cats. Omens and fortune tellings are regularly paid attention to, and an entire branch of Atlanteanism (the oracles) are dedicated to providing divination and good luck. Further, Atlantean culture is filled with urban legends and ghost stories that are popular on camping trips, as well as unconfirmed sightings of ghosts and monsters in the wild. Despite their somewhat superstitious nature, Atlanteans love to be scared silly, and in addition to campfire stories, the horror genre is a very popular one, especially as of late.

Part of the diverse style of Atlantean hauntings is because of Atlanteanism, as well as lesser religions such as Ishinti. The idea of spirits remaining on our plane of existence is a common one, and while some are benevolent, many are vengeful malevolent spirits. Many types of monsters and creatures with varying powers also exist, many of them spirits themselves. It can almost remind a person of Japanese folklore at times, thanks to some similarities to Shinto.
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6.2 CALENDAR, LANGUAGE, AND NUMERAL SYSTEMS

- Calendar System

The traditional Lemurian calendar is still used by the Atlanteans and by the Atlantean religion (though with the rise of other major religious groups, it is only natural that they too have co-opted the use of the calendar for their own needs). It is divided into ten months, two for spring, three for summer, two for autumn, and three for winter. It originally was a lunar calendar, using the three Lemurian moons to guide it, and as such each year the calendar would vary according to the season. Each year each month would be bumped up ahead, giving the calendar a ten year cycle that was based off the elements; Yin Fire, Yin Water, Yin Earth, Yin Air, Yin Aether, Yang Fire, Yang Water, Yang Earth, Yang Air, and Yang Aether. These elemental qualities were reinforced by a sign of the old Lemurian zodiac, and was thought to endow personality traits into those born under those dates.

With the colonization of Atlantis, the spread of its people, the destruction of both Lemuria and Atlantis at the hands of the Zoir, and the eventual disporea on Earth, the calendar was reorganized by the church, turning it into a solar calendar based on Earth’s rotation. While the ten year cycle remained, it was purely ceremonial. Today the calendar is static. The months are as follows.

Spring
1-Aeit--Occurs from early March to early/mid-April. Major holidays include New Years and the Spring Equinox.
2-Yeit--Occurs from mid-April through most of May. Major holidays include the Day of Fools.

Summer
3-Xolit--Occurs during the end of May and June. Major holidays include the Summer Solstice.
4-Rait--Occurs during July and part of August.
5-Ireait--Occurs during the rest of August and September. Major holidays include Eraitai, the Days of Competition and the Autumn Equinox at the very end.

Autumn
6-Releshit--Occurs during the very end of September and October. Major holidays include the Day of Souls.
7-Everit--Occurs during November.

Winter
8-Koldit--Occurs during December and the very start of January. Major holidays include the Winter Solstice.
9-Sharit--Occurs during most of January.
10-Olerdit--Occurs during February and the start of March. Major holidays include New Years Eve.

With the re-settlement on Nova Atlantai, the calendar is being reorganized again in order to match up with the moon’s (and the parent planet’s) rotation and orbit around its parent star.

The Atlantean timeline is divided up into four main eras: PG (Pre-Gods, for dates in the distant past before the pantheons descended), PZ (Pre-Zoir, for dates before the Zoir war), PZ (Post Zoir, for dates from the Earth empire until the Demon war), and the newest dating era is PC (Post Cirrus, of which the current date is 7 PC).

- Atlantean Language and Script

Image
The Atlantean alphabet uses twenty-nine signs for the full range of Atlantean speech. It was derived from, and is the only existing descendent of, the old Y’kin alphabet from the Atlantean Bronze Age, developed from older hieroglyphic script around fifteen thousand years ago. During the high point of the original Atlantean ‘Lumerian’ civilization and the following colonization of Atlantis around twelve thousand years ago, the Atlantean (‘Atlan’) alphabet and the language it was attached to became one of the major international languages of diplomacy, and eventually over the millennia after the exodus to Earth became the only surviving major Atlantean language. Some older regional languages remain, but they also now use the Atlantean alphabet, the original scripts lost to time.

The Atlantean script came into its modern form during the Earth empire phase of Atlantean civilization, a little under twelve thousand years ago, when it was altered to fit other sounds from the other surviving Atlantean languages.

There is no capitalization or punctuation in the Atlantean script, and few assisting words, with a variety of cases for nouns and verbs supporting the entirety of the language, as well as a number of diphthongs. It is read left to right, and then left to right, in a boustrophedon style. It has a strict Subject-Object-Verb word order.

- Numeral System
Image
The Atlantean numeral system works on a ten base, and is almost exactly like the Latin numeral system, though it uses the zero. Due to the inherent difficulties of using such a system, Atlantis has mostly switched to Arabic numerals in everyday use, though the Atlantean system remains active in traditional areas, such as worship and the old calendar.
Last edited by Nova Atlantis on Sun Oct 07, 2012 7:10 am, edited 2 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
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Postby Nova Atlantis » Sun Nov 20, 2011 12:11 am

6.3 RELIGION

Historically, religion has been the singular most important aspect of Atlantean society. It has unified and defined them as a people since the beginning of their history, a time where historians are incapable of distinguishing fact from myth. Up until recently, Atlantis was dominated by Atlanteanism, the state religion. Interestingly, Atlanteanism is an outside term, one made up by outside historians to refer to the Atlantean religion, and now used by its detractors inside the state. The religion itself has no native name, being so engrained in the culture that it is indistinguishable from the rest of Atlantean society.

Atlanteanism has at times ruled Atlantis with an iron fist, stamping out opposition and heresies with malice. However, with the Demon War and the destruction of Atlantis the church leadership was shattered. That combined with the changing religious climate and Empress Atlantia’s breaking of relations between the church and the government has broken the clergy’s power base, and Atlanteanism is collapsing and a number of new (and old) religions are popping up.

- Atlanteanism

The classic Atlantean religion’s origins are tricky to trace. Around eighteen thousand years ago, a number of new religions surfaced on Lemuria, quickly replacing all prior belief systems almost overnight. The religious texts dating back to this time refer to gods descending from the heavens and uprooting the existing Lemurian cultures. While a few heretical sects survived in the shadows, most either converted or were systematically destroyed over the course of a few centuries. As Lemuria was raised up and united by the gods, the various religions became one under a form of Henotheism; the acknowledgement that there are gods one does not directly worship. This continued for about a thousand years, until the gods mysteriously vanished, leaving the now organized religion to carry on by its own. They did this by being ruthless, crushing anything remotely heretical or pagan.

Atlanteanism is ostensibly headed by a council of twelve elders, all whom claim enlightenment from the gods. When an elder dies, the council elects another from one of their organization whom they think will be most apt for the job. The council is responsible for the establishment of bishops, priests, oracles, and other overseers of the faith, as well as the construction and maintenance of all temples and shrines. It is a very ordered religion, with many traditions, rituals, holidays, and other events. Events are planned around the old Lemurian calendar, even though any functional purpose of the calendar has been defunct for over twelve thousand years.

The religion recognizes several pantheons, which all bare an eerie resemblance to various ancient Terran pantheons, including the Greek, Mayan, Babylonian, Norse, and Egyptian ones, among others. As such, and partly because of the Henotheism that permeates the religion, Terran names became associated with their respective Atlantean counterparts over the ages during the disporea—a trend that has begun to reverse itself as of late in a last ditch attempt by the church at revitalizing itself. The tradition was that one pantheon was the patron group over a particular state or civilization, and while the people recognized the existence of the other pantheons, they only focused on the one.

Since the war and the government’s break with the clergy, the religion has lost most of its power and has been steadily collapsing since. A large part of this has been due to the loss of identity in the Atlantean people. The genocide of the Atlantean people and the destruction of the empire, not to mention the dubious appearance of fallible gods during the war has left a deep scar on the survivors. This, combined with prior distrust of the church due to its ruthless behavior has caused many to drift away with the church. And without government support, the church has been powerless to act as its congregation dwindles and heretical sects sprout up. A schism has also rocked the church as of late, with the council fighting amongst themselves, apparently having been affected by the war as well. At the rate traditional Atlanteanism is collapsing, it is not expected to survive in its prewar form in any capacity within the next few decades.

Atlanteanism is an ancient religion, and highly structured, and as such it is no surprise that there are many tiers of organization and tradition laid within it. The top level is of course the High Council, comprised of the top twelve elders of the faith. Below them are the Bishops, the ‘middle management’ tasked with a particular region, overseeing many of the lesser priests and oracles. It is from the bishops that the elders choose their replacements on the council. Bishops do not normally get involved with mundane day-to-day events of the religion, but rather coordinate among their subordinates, though they do give sermons and perform religious rites during major holidays within their city they are stationed in.

Priests are the normal day-to-day workers of the church, priests are responsible for many of the minor religious rites, including providing blessings, performing baptisms, making sermons, and collecting money for the church. One of the more iconic jobs is the sacrifice and providing offerings for the gods. Three types of sacrifices exist; that of animals (the slaughter and burning of livestock), that of plants (the burning of harvested plants), and that of spice (the burning of various spices). All three are used in order to pray to the gods or to honor them in thanks. Priests operate from temples, which range from giant complexes in the major cities where they may operate as assistance to the bishop, to small rural buildings.

Oracles provide more mystical needs. They also perform sacrifices, in order to begin their own performances, which include various types of divination--ranging from looking through the remains of the sacrifice, breathing in burning hallucinogenic spices, and various casting lots such as sticks or stones. Oracles also perform luck ceremonies, providing charms and rites that allegedly increase the luck of the person that is affected. Oracles operate from shrines, almost all of which are small buildings, usually in some secluded area, though major temples sometimes have them within their complexes. Shrines are usually located somewhere ‘beautiful’, emphasizing the power of the gods.

Monks are the final major tier of religious operatives. They usually keep to themselves, away from the masses. Several orders exist, each focused on a particular god or goddess. Their style of worship is very distinct from one another—some focus on typical fasting and prayer, some focus on restoration and caretaking of artifacts, and still other orders are ‘Warrior Monks’, with heavy focus on training to hone the body.

- Religious Ceremonies and Holidays

Being a highly structured religion, it is unsurprising that Atlanteanism has its own religious celebrations. There are two main types of celebrations; those that come once a year, and those that mark the age of a person.

There are literally dozens of yearly celebrations, ceremonies, and holidays over the course of the year, each focused on a particular god or goddess which one may or may not participate in depending on which pantheon one actively worships. Most of them are small, but there are a number of very important ones that are still celebrated on a secular level even though the religion itself is collapsing. A list of the most important (and still widely celebrated) follows. Note that not all holidays are strictly religious in nature and some are in fact quite secular; it is simply easier to list them here in the calendar section rather than giving them their own independent section.

----New Years: The first major date of the calendar is its beginning. New Years is the celebration of the end of one year and the beginning of another, as well as a welcome reminder of that the long winter months will soon come to an end. Much like some Terran traditions, many Atlanteans like to stay up and party, congratulating one another for the new year. Numerous religious ceremonies are performed both on New Years Eve and New Years Day proper, aimed at giving thanks to the gods for the new year and for asking for a good year. Ceremonies and traditions aimed at luck and fortune-telling are also common.
----Karai: A week of fasting and solemn inner searching a week or so following the start of the new year. During this time, Atlanteans look inward at their own weaknesses and vices, and contemplate how they may better themselves for the coming year. It's not all gloom and doom however; part of the holiday is also dedicated to what each person is good at, and their positive qualities.
----Spring Equinox: The spring equinox marks the traditional beginning of the planting season and is the second of the three traditional biggest religious celebrations of the year. After a large two-day celebration marking the end of winter, fertility-themed religious ceremonies are held praying for a good harvest. After that, the hard work would start and the growing season traditionally begins.
----Day of Fools: The Atlantean equivalent of April Fools. A silly holiday, pranks are common as are 'backwards day' parties and other oddities. It is a very strange day.
----Summer Solstice: The Solstice made for a good excuse to take a break from the hard work of the summer months, as it is right smack in the middle of the growing season. Parties and assorted religious ceremonies are held, but there is little organized religious activity. The solstice has become a major day for sports, with many competitions and races being held.
----Eraitai: The days of competition. Similar to the Olympics, the Eraitai is the culmination of the summer sport season, lasting a full week. Races, physical matches, and various games are all held and their respective seasons ended. Teams give offerings to the gods to earn their favor.
----Fall Equinox: The fall equinox marks the traditional end of the growing season and the harvest. It is the last of the three largest religious celebrations of the year. After the harvest is finished, thanks are given to the gods for the bounty and religious rites and sacrifices are performed before the fall celebrations begin--lasting for a full three days. Parades are common, alongside large feasts and parties.
----Day of Souls: The Atlantean equivalent of Halloween, the Day of Souls takes place near the end of the month of Releshit during autumn, when it is thought that the barrier between the real world and the spirit world is at its thinnest. The holiday comes in two parts. The first is a solemn remembrance of those who came before and the warding off of evil spirits through various superstitious traditions--and the other is a day of silly celebrations (to keep the attitude upbeat to help ward off spirits), dressing up in costumes and generally trying to scare the shit out of one another and any potentially evil threat. Ghost stories are common, as is candy.
----Winter Solstice: The final holiday of the yearly cycle, the winter solstice is a reason to celebrate during the long dreary winter months in-between the end of the harvest season and the beginning of the next. Due to the influence of Christianity during the disporea, gift-giving has become a mainstay of this holiday. Like the summer solstice, there is little organized religious activity, though there are various small local traditions.

There are also a number of points to mark the passage of time in one’s life, though not all of them are religious in nature. A list of some of the more important ones are as follows.

- Baptism: The baptism occurs just after birth. Priests perform rites on the child, and the parents formally adopt him or her into their family, bringing it under the protection of the house's patron deity. The child is usually dipped in water, symbolically representing the creation of life from the primordial chaos.
- Anahara: When a child reaches the age of seven, he or she is sent off the school, away from home. Seven is regarded as the age when a child ceases to be an infant and is instead ready to enter the world and to learn. Birthdays are solemn as the child is about to leave home, but still hopeful for the future. Oracles are usually consulted in the hopes of giving the child good luck and possible direction.
- Anadara: An Atlantean finishes school at the age of twenty-five (around sixteen for a Terran). At this point, upon passing a highly rigorous track system-based schooling and the series of final exams, the student in question is allowed to choose his or her own career path. Numerous 'coming of age' celebrations are held, and once again oracles are consulted, though usually by the student this time, in order to aid the student's choices post-school.
- Anakara: At age forty (roughly twenty-two for Terrans), Atlanteans are granted full citizenship and are regarded as full adults. A ceremony is held to proclaim this fact to the gods. If in a guild, this is the point where apprenticeship ends and journeymanship begins. The point where one becomes a master is less set in stone, and can depend on the guild as well as one's own competence.
- Wedding: Weddings are a joyous time. Alongside baptism and death, it is the most religious instance in life, with various ceremonies and traditions conducted to earn favor with the gods and to bring good luck. Oracles are consulted and sacrifices are made. Weddings are notoriously complicated, with there being many different rituals and traditions attached, many from different subcultures.
- Anayara: Roughly, 'retirement age'. Traditionally around two hundred, it is at this point that the person is regarded as a valued senior and allowed to retire.
- Death Rites: Funerals are a solemn events, with a drawn out ceremony ushering the soul into the land of the dead, with priests symbolically cutting the ties the soul has to the body, before the body is burned on a pyre.

- Deities

For much of the disporea, the gods of Atlantis were linked to Terran counterparts in such places as Egypt, Greece, Scandinavia, and Central America. Being a Hedonistic religion, it was easy for Atlantean colonies to essentially do the same thing the Romans did and combine their gods with the Terran ones, especially as the various Terran languages became spoken more and more by the Atlantean survivor colonies.

Since the Demon Wars, the church has attempted to distance itself from the Terran influences in their religion, especially due to the fact that various powerful entities claimed themselves as said gods during the war, many of which fell. As such, older names for the gods have been officially reinstated, though it seems this attempt to ‘fix’ a broken religion is much like putting a band-aid on a dam about to burst.

There are numerous pantheons in Atlanteanism (the current number being around fifteen separate groups), with many having been linked to with a corresponding Terran one, depending on which colony worshiped which pantheon and where---much like how the Romans linked their gods to the Greek pantheon. Various pantheons from Europe, the Middle East, and Central America have all played roles in Atlantean mythology, the most important being linked to Mayan, Greek, and Egyptian gods.

- Afterlife

After death, the soul is linked to the body until death rites are conducted, and at that point the soul is free to leave this plane of existence. If it doesn't or cant it becomes a spirit, trapped here. many types of spirits exist, ranging from beneficial to malevolent, while some are old and powerful enough to be the personification or minor gods of various parts of nature such as mountains and rivers. However, this end means that the soul will never really find peace. This train of thought is probably influenced by Ishinti, another Atlantean religion much like Terran Shinto.

If the soul leaves this plane of existence, it can go to one of three places. The first is Erubai, the shadowy underworld where most souls go. It is uncertain what happens to these souls, or even what Erubai is like or is, but some sects believe reincarnation is possible after a time. The other two places a soul can go is Elysai and Taruai, heaven and hell respectively. Elysai is the home of the heroes, reserved for those whos actions particularly impressed the gods. Taruai is likewise reserved for despicable creatures who the gods have deemed unfit to exist anywhere else, their sins unforgivable.

- Religious Texts

There is not one singular holy book in Atlanteanism. Rather, there are many texts dealing with the gods and religion, ranging from the creation of the world, to the coming of the gods to Atlantis, to the so-called Hero epics. Some of the more important books are as follows.

--The Book of Creation: This book, as per its name, recounts the creation of the universe according to the gods. The book explains how the first gods came to be, and how the subsequent pantheons arose, and the great wars between them. It also describes the creation of Lemuria and the Lemurians, and the supposed golden age before the gods left. The end of the book is about the great war between the Lemurai (various pantheons of Atlantis/Lemuria) and the Enerai (the elder gods), and the sealing away of the elder gods.
--The Book of Lemuria: The second book recounts the return of the gods on Lemuria after the end of the great war of the gods, and how they reshaped Lemurian civilization in their image. Each pantheon took charge of a particular area of the planet, converting civilizations to their side and having them destroyed if they weren’t. The text lists many different wars and confrontations, as well as the creation of many of the various houses that would dominate Atlantean society. The second half of the book is about the great civil war, when the gods used the various kingdoms as proxies in their cold war against each other. It ends with the great peace, a treaty between the gods and a new way of governing their people.
--The Book of the Fall: The text begins with a brief recount of various events of the golden age, before delving into the slow disappearance of the gods. Much of the magic seems to leave with them, and the text makes it clear that the populace is frustrated by the refusal of the gods to explain their absence. It is much shorter then many of the other major texts, but its feeling of melancholy and struggle of people to survive with more distant gods is poignant. Even more importantly, it explicitly details how the government and religion and indeed all of society should operate according to the gods, including their various laws they put in place.
--The Book of Songs: This book contains many songs, poems, prayers, parables, and pieces of advice collected over the years.
--Heroic Cycles: Not a single text, the Heroic Cycles are actually a large number of separate epics and legends lumped together. The heroic cycles come from two main periods of history. The earlier 'Silver Age' cycle takes place during the Book of Lemuria, when the Atlantean religion was spreading over the planet. Men and women of renown existed, spreading the word of the gods from place to place. Some would endure great hardship from their oppressors, others would conquer mysterious and exotic places, and still others would embark on great quests for treasure or to slay dangerous beasts of the native gods. The second or 'Iron Age' cycle takes place after the Book of the Fall, when the gods had all but abandoned Lemuria. Many would try to hold their civilization together, while others would seek glory by exploring what few unexplored areas remained, occasionally encountering remaining gods, though they would not reveal themselves willingly. The cycle ends with the first great war of the post-god era, where many heroes fought and died on both sides. A list of few of the more iconic hero cycles are listed below.
----The Epic of Xith: Xith was a powerful warlord, and was requested by the gods to invade the kingdom of Salesh and bring their word to its people. He did as ordered, but the sheer brutality of his conquest horrified the gods, and they stripped him of his kingship, sending him into the wilderness. His only hope of redemption was to do their bidding, of which they gave him a number of tasks, including the slaying of the great dragon of Akatait in the mountains, a servant of the native gods there. He won battle after battle, but eventually he was killed by the former king of Salesh.
----The Twelve: This story involves twelve disgraced and uncooperative men banding together to save the city of Cirruel from the menace of the Y'vai Empire. Despite putting up a brilliant defense, the city is eventually breached on the third day. The gods intervene, granting the twelve considerable power to defeat their foes with. The twelve each then go off to have various adventures in the name of their gods (though two eventually turn to evil), their stories repeatedly interconnecting.
----The Epic of Sudar: Somewhat similar to the Epic of Gilgamesh, the story involves the titular Sudar on his quest for immortality, defying the gods. Unlike Gilgamesh, he eventually succeeds in his goal, only to be trapped in the mountains of Ait until the end of time, his immortality slowly driving him mad as he ages.
----The Arkan Cycle: This cycle is a group of interrelated stories detailing the great war against the mighty pagan Arkan Empire, which successfully withstood the advance of the Lemurians for over a century before finally falling due internal civil war and plagues sent by the gods.
----The A'din Cycle: Basically the Atlantean version of Atlantis, A'din was a great island kingdom blessed by the gods. Despite the warnings of the prophet Ithaiit however, they eventually sunk into decadence and debauchery, and so the gods punished them by destroying their island and scattering their people.
----The Prophet of Deldar: One of the tales from the second Heroic Age, Deldar was a prophet of the gods, who tried to keep the Lemurian civilization from tearing itself apart. He performed many miracles and kept the belief of the gods alive during his life. One day while preaching however, he was attacked and fatally injured by a follower of the old Arkan religion. As he died, he confessed to his closest follower that he had lied--he hadn't received council from the gods for years, and his miracles had been frauds for just as long.
----War of the Brothers: This is the final cycle of the second Heroic Age, and marks the beginning of the political infighting that would eventually end the Lemurian civilization. Two brothers, Itan and Kitan, both ruled over two of the ten kingdoms established by the gods. Due to their greed they eventually began a war that rocked the Lemurian civilization. Heroes fought and died on both sides, and the other kingdoms got involved to varying extents.

Other Religious Beliefs

As the old order collapses, Atlantis has been experiencing a religious flowering. Though its people are lost and confused, these same people have been moving away from the organized church and founding their own religious organizations. Many are simply a ‘protestant’ breakaway, but many others are fundamentally different. A number of religious sects are picking up ancient pre-Atlanteanism religions from Lemuria. Lumped together and dubbed ‘Lemurism’ by the church, this umbrella term does not do these groups justice. This guide will attempt to outline some of the more important groups; however do not assume this is a comprehensive list, as it is even becoming difficult to identify some minor sects with others.

- Ishinti: Ishinti is one of the few surviving pre-Atlanteanism religions, closer to Shinto in design rather than the traditional pantheon religions. In Ishinti, everything is connected by a cosmic energy, and everything and everyone has a spirit. While the existence of the traditional pantheons is accepted (usually, some groups reject them altogether or have a different group of gods they pray to), they are less important in respect to ancestor and spirit worship. A number of Atlanteanism traditions and festivals have been co-oped by this sect, and augmented with a number of old Ishinti traditions. For most of its existence it has been in the shadows, hiding from the clergy’s wrath. As the church power has collapsed, Ishinti is now seeing a rapid increase in its ranks.

- Neo-Akarnism: Akarnism was one of the few true pantheon religions of pre-Atlantianism bronze-age Lemuria, and the state religion of the mighty Arkan Empire, in the days before it was destroyed by the rising tide of pro-Atlanteanism states. It is focused on the elements; fire, water, earth, air, and aether. Each one is ruled by a god or goddess, who in turn has a number of gods and goddesses serving beneath them. Though extinct for millennia, a revived form of it has been created by a number of Atlanteans who have decided that the traditional gods are either uncaring or impotent, and have decided to throw their lot in with Atlantis’s ‘original’ gods.

- Atlantean Buddhism: Buddhism was introduced to Atlantean culture during the middle ages, when Buddhist monks found a number of hidden Atlantean villages. Atlantean Buddhism acknowledges the existence of gods and spirits, but ignores them as they are finite and fallable. The true purpose, as with most Buddhist sects, is to reach enlightenment, and thus escape the endless chain of death and rebirth.

- Neo-Atlanteanism: An umbrella term for a number of protestant sects breaking off from the traditional religion. These can range from sects that recognize only one pantheon to monotheistic ‘mystery’ religions—including the Cult of Athena based in the Nish isles due to the existence of a claimed ‘retired’ goddess, Athena.

- Uthurinism: Two surviving bronze-age sects, Uthurinism worships two gods, one of good and one of evil in an eternal war. The twist is, both sides claim the other is evil and they are good. The religion is marred in shades of grey, and highly morbid with human and animal sacrifices mandatory to keep their patron gods healthy and strong.

- Atlantean Christianity: Orthodox Christianity was introduced to Atlantis during the same time as Buddhism, though to different villages. However, due to Atlantis’s relative isolationism and the disporea, Atlantean Christanity has evolved into something somewhat different from the Orthodox branch. Though it has traditionally not been very sought after in Atlantis due to its monotheistic exclusivism; since the war its promise of eternal salvation and teachings of peace have become more potent.
Last edited by Nova Atlantis on Sun Oct 07, 2012 7:11 am, edited 4 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
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Exceeding our reach--the prologue to the upcoming Shadow of Dreams arc

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Ex-Nation

Postby Nova Atlantis » Sun Nov 20, 2011 12:11 am

7.1 DEMOGRAPHICS

- General
Population: 250 million
Growth Rate: Slow
Male: 48%
Female: 52%
Age Expectancy: 250 years
Median Age: 40 years
Urban Population: 77%
Nonurban Population: 23%

- Species Demographics
Atlantean: 89%
Anubite: 11%
Other: Less then 1%

- Religious Demographics
Orthodox Atlanteanism: 44%
Neo-Atlanteanism: 26%
Ishinti: 6%
Neo-Akarnism: 4%
Uthurinism: 3%
Atlantean Buddhism: 4%
Atlantean Christianity: 3%
Atheist/Agnostic: 9%
Other: 1%

- Political Demographics
Democratic Socialist: 27%
Imperialist: 10%
Marketist: 8%
Communist: 7%
Theocratic: 5%
Confederalist: 5%
Traditionalist: 4%
Other: 34%

- Language Demographics
Formal Atlantean: 100%
Basic: 44%
Various older Atlantean Languages: 22%
Foreign Languages: 8%

- Atlantean Physiology

A humanoid species, Atlanteans superficially resemble humans in almost every way; the major cosmetic differences that distinguish them from humans are their lack of hair pigment, resulting in white hair from birth until death. Atlanteans tend to have somewhat brown skin, and tend to be somewhat taller on average than humans. They have a long lifespan; after childhood Atlanteans age far more slowly than humans, with age expectancy in the 200’s. And due to recent revolutionary medical breakthroughs, experts predict the average lifespan may even hit the 500 mark within another century. It has been hinted that Atlanteans may very well be a genetic offshot of humans sometime in the distant past.

- Anubite Physiology

Anubites are humanoid black jackal-like creatures that measure around seven feet in height. The Anubites were created in a mass cloning project by the Atlanteans about a century ago for heavy combat; a species of beings designed to instill fear in their enemies and be highly vicious and durable in combat. To that end, they chose to create a species based on Anubis. However, with the disbanding of the army at a later date and the deeming of the project as unethical, the Anubites were eventually set free, allowed to enter society and do as they please. However, due to their pre-programming and societal pressure, many remain in service, especially now with the army being reinstated.
Last edited by Nova Atlantis on Sun Oct 07, 2012 7:12 am, edited 4 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
Atlantis Factbook
Exceeding our reach--the prologue to the upcoming Shadow of Dreams arc


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