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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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Atlantean Peoples
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Atlantis Factbook

Postby Atlantean Peoples » Fri Jan 01, 2010 9:23 pm

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(Factbook updated 4/26/11)

Table of Contents:
1: General
2: Stellar Cartography
3: Geography
4: Flora and Fauna
5: Economy
6: Population Demographics
7: Government and Political Structure
8: Armed Forces
9: The Imperial Navy
10: The Imperial Army
11: History
12: Religion
13: Atlantean Calendar
14: Language and Number System
15: Social Culture
16: Selected Bios

GENERAL:
Official Name: The Imperial Federation of Atlantis
Common Name: Atlantis, Atlantean Federation
Population: Approximately 250 Million
Government Type: Constitutional Monarchy
Money: Credit
Military: Atlantean Imperial Armed Forces
Capital City: Tikal
Date of Resettlement: 2 PC (Post Cirrus)
International Relations: Recently out of isolation
Relative Location: Ithika System
Last edited by Atlantean Peoples on Mon Apr 25, 2011 10:23 pm, edited 57 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
Atlantis Factbook

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Atlantean Peoples
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Founded: Dec 25, 2009
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Postby Atlantean Peoples » Fri Jan 01, 2010 9:25 pm

STELLAR CARTOGRAPHY

Image
Map of the Ithika Cluster
Full size: http://img710.imageshack.us/img710/4974/starmap.png

Ithika System
The Ithika system is a large multi-star cluster located in the Orion Arm of the Milky Way, some 2,000 light years from Earth. It consists of two main parts. The inner section consists of three stars; a G class, a K class, and an F class orbiting each other in a rare ‘figure eight’ formation. Orbiting these three stars from a distance are a pair of small M class red dwarfs, circling each other on opposite ends of the system. In addition, at this time the system has been visited by a much smaller neighbor, the Ikonian system, a binary system consisting of an A class blue star, and a D class white dwarf.

The Core (The Three Jewels)
Nicknamed ‘The Three Jewels’, The Core consists of three stars in a tight and stable, but very rare ‘figure 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 classes. This area of the star system contains the biggest amount of resources in the system, as well as all of the habitable worlds.

F Class White Star—Ithika A
The ‘primary’ star of the Ithika system, Ithika A is a bright F class star, bigger and brighter then its two siblings. It has four planets, and has the distinction of having the only gas giant in the core.
--I: Small/Rocky (Hot Ecosphere)—Macale
A small Mercury-like world, situated close to the star. It is a barren, hot, dead world with no real value.
--II: Large/Venus-Type (Hot Ecosphere)—Abador
Abador is a large terrestrial Venus-like world, completely inhospitable. It is covered in deadly cloud cover, with acidic rain and hyper lightning storms. Despite a lack of tectonic plates, the planet’s surface periodically becomes so hot that the planet’s core overheats and the planet undergoes a planet-wide volcanic transformation.
--III: Large/Hot Desert (Hot Ecosphere)—Arhal
A large, hot, inhospitable planet covered in an unbreathable atmosphere. Water exists in small amounts, or did at one point, as evidenced by wide-scale erosion and rock features. It may have at one point been in the habitable ecozone before being displaced by Attica.
--Asteroid Belt—
An Asteroid Belt created from the remains of the planets destroyed by Attica’s migration into the system. There are still full-on planet remnants in orbit.
--IV: Small/Heavy Ringed Blue Ice Giant (Temperate Ecosphere)—Hardael
A ringed small blue ice giant world from one of the outer stars (or possibly, but unlikely, an orbit around all three stars), which migrated inward, eventually settling into an orbit with this star, while displacing other planets and causing their destruction and the creation of the Asteroid Belt. It has a medium ring system, as well as five large moons and twelve smaller ones.
----A: Medium/Oceanic Storm—Akana
A small formerly ice moon. As Hardal migrated, the ice melted to form a small ocean world, surrounded by an eternal storm system, making it uninhabitable.
----B: Medium/Marginal—Xani
A medium-sized Mars-like desert moon, with a thin atmosphere. Aside from dust storms and icecaps, there is not much more to the moon.
----C: Small/Rocky—Tyrinth
A small, dead rocky moon
----D: Large/Cool Jungle-Desert—Nova Atlantai
The tropical zone is a mild temperate climate, while the northern areas are covered by large icesheets. Large temperate rainforests and cold deserts exist. Ancient ruins also exist here. Nova Atlantai has been chosen as the new homeworld for the Atlantean people.
----E: Small/Rocky—Inkana
A small, dead rocky moon.

--Asteroid Belt—
The Asteroid Belt extends out into the neighboring Asteroid Belts of the other two stars, creating a singular larger belt outside of the three. It is home to a large number of dwarf planets that never managed to clear their orbit.
--Kuiper Belt—
The Asteroid Belt extends out into the neighboring Asteroid Belts of the other two stars, creating a singular larger belt outside of the three. It is home to a large number of dwarf planets that never managed to clear their orbit.

G Class Yellow Dwarf—Ithika B
A standard G class yellow dwarf, Ithika B has four planets orbiting it.
--I: Large/Volcanic (Hot Ecosphere)—Intinga
A large-sized terrestrial word situated in the innermost part of the system, near the innermost stable orbit. Due to its unstable position, large size, and status as a double planet, it is a highly tectonically active world full of lava pits and volcanic mountain ranges. Its surface is completely replaced every three months. The ground is unstable due to loose ash and high number of earthquakes, and the air mostly consists of toxic chemicals.
----A: Medium/Volcanic—Norern
The very large satellite of Intinga, with similar surface conditions. It is one-third the size of Intinga.

--II: Large/Habitable Desert (Borderline Hot Temperate Ecosphere)—Iolcos
Situated on the inner edge of the ecosphere, Iolcos is a large hot terrestrial desert world with no large oceans, only a number of small inland seas that at one time may have been far larger. Life is situated around these oasis’s, with only the hardiest creatures being adapted to survive in the rainless expanse of the world desert.
--III: Large/Warm Jungle-Desert—Quef
Quef is a warm world with a thick atmosphere, consisting of a singular large continent and a number of island chains, surrounded by an ocean. Biomes range from tropical to desert, with temperate areas in the north and south. There are ancient ruins here as well, many abandoned cities and temples scattered across the planet.
--IV: Medium/Cool Temperate (Cold Temperate Ecosphere)—Uxal
Located in the outer areas of the temperate ecosphere, Uxal is a dying medium-sized terrestrial world. About the size of Mars and lacking an active core, Uxal's atmosphere is gradually being blown away by solar wind, gradually killing off the indigenous species. Much of the planet is a massive lifeless cold desert, with most of the remaining life clustered around the large northern sea and icecaps. It features biomes ranging from tundra to a small temperate rainforest area near the equator.
--Asteroid Belt—
The Asteroid Belt extends out into the neighboring Asteroid Belts of the other two stars, creating a singular larger belt outside of the three. It is home to a large number of dwarf planets that never managed to clear their orbit.

K Class Orange Dwarf—Ithika C
The smallest of the three jewels in the core, Ithika C is a cool K class star, but still bright enough to allow for habitable worlds. It has five planets orbiting it.
--I: Small/Rocky (Hot Ecosphere)—Rororn
A small Mercury-like world, situated close to the star. It is a barren, hot, dead world with no real value.
--II: Large/Oceanic-Island (Temperate Ecosphere)—Xit
Situated just inward of the goldilocks zone, Xit is a large temperate terrestrial world with a singular large world ocean, dotted by a large number of island chains and minor continents, giving it a warm but unstable climate. It has no icecaps, but large hypercanes ravage much of the surface.
--III: Large/Habitable Tectonic Ice (Borderline Cold Temperate Ecosphere)—Akamis
Akamis is on the very edge of the habitable ecozone. It is a large terrestrial planet with large portions covered in ice, but the tropical and some lower temperate areas consist of uncovered subarctic biomes ranging from tundra to taiga. The ice areas also consist of hydrothermal vent oaises where life thrives, much like Iceland. Its geography consists of a few large continents surrounded by an ocean.
--IV: Large/Tectonic Ice (Cold Ecosphere)—Yuron
Another large terrestrial world, Yuron is in the cold ecosphere and thus fully covered in ice. However, it is also a highly active world like Thebes, with many cryovolcanos and vents. It also hosts an underwater ocean with life.
--V: Medium/Ice (Cold Ecosphere)—Ithitar
A Mars-sized world on the outskirts of the system, Ithitar is a mostly dead ice world, with no visible tectonic or meteorological activity present.
--Asteroid Belt—
The Asteroid Belt extends out into the neighboring Asteroid Belts of the other two stars, creating a singular larger belt outside of the three. It is home to a large number of dwarf planets that never managed to clear their orbit.

The Inner Rim (The Twins)
Two small M class red dwarf stars orbit the core opposite of each other, affectionately nicknamed ‘The Twins’. 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.

M Class Red Dwarf—Ithika D
Ithika D is notable for having the only semi-habitable world in the Inner Rim. Apart from that, it is a mostly unremarkable dwarf star.
--I: Medium/Tidally-Locked Marginal (Temperate Ecosphere)—Acatlai
A Mars-sized terrestrial planet so close to the parent star that it is tidally locked in orbit, with only one side of its surface facing the star. It is a world of extremes, made up of two hemispheres. The light hemisphere consists of a hot thin-aired desert, while the dark side consists of a large icefield. The atmosphere spins around the planet, with the cool and hot sides meeting in the twilight zone, a ring of constant superstorms on the planet’s eternal horizon, covering a ring-shaped temperate jungle biome.
--II: Large/Tectonic Ice (Cold Ecosphere)—Tezcan
Tezcan is a large terrestrial world in the cold ecosphere of the system, a large ice planet with moderate amounts of tectonic activity. This consists of fault lines in the ice, cryovolcanos, and vents. The planet is active enough that there exists under-ice oceans teeming with non-light life.
--III: Small/Ice (Cold Ecosphere)—Shora
A small terrestrial ice world in the cold ecosphere. It is a cold, dead world.
--Asteroid Belt—
An ice belt in between the small terrestrial inner worlds and the outer giants.
--IV: Medium/Heavy Ringed Yellow Gas Giant (Cold Ecosphere)—Ikoni
A heavily ringed medium-sized yellow gas giant orbiting outside of the asteroid belt, keeping it in line. It has a thick ring system, seven large moons, and twenty-two smaller ones.
----A: Small/Ice—Ekitnar
A small dead ice moon.
----B: Small/Ice—Itariea
A small dead ice moon.
----C: Small/Ice—Tixiar
A small dead ice moon.
----D: Medium/Ice—Oberai
A small dead ice moon. It is darker then the others.
----E: Large/Tectonic Ice—Talnar
A large tectonically active ice moon.
----F: Large/Tectonic Ice—Ishiza
A large tectonically active ice moon.
----G: Huge/Titan-Type—Arka
A huge moon planet, the largest in the system. It is a Titan-class world, with a thick primordial atmosphere, and thick shallow oil-like oceans surrounding millions of small islands and shallows.

--V: Small/Ringed Green Ice Giant (Frozen Ecosphere)—Kizai
Aegean is a small green ice giant with a set of faint dark rings. It has three large moons and seven smaller ones.
----A: Small/Ice—Trizan
A small dead ice moon.
----B: Small/Ice—Udana
A small dead ice moon.
----C: Small/Ice—Kaixa
A small dead ice moon.

--VI: Small/Ringed Blue Ice Giant (Frozen Ecosphere)—Ixtan
Ixtan is a small blue ice giant with a set of faint dark rings. It also has a single large captured moon, and eighteen small moons.
----A: Large/Heavy Tectonic Ice—Ichil
Probably a Kuiper Belt object, Ichil was captured by Rhodes and ejected or destroyed all the other satellites in the system, giving rise to many irregular small moons. It is a large ice moon, with heavy amounts of tectonic activity, partly due to its size, but also due to its close, degrading orbit with Rhodes.
--Kuiper Belt—
A vast expanse of icey objects on the edge of the system, with a large number of dwarf planets.

M Class Red Dwarf—Ithika E
A flare star, Ithika E is known to suddenly increase in brightness, sometimes tenfold, on random occasions. At times this becomes so bright that it melts the ice of the innermost planet.
--I: Small/Ice (Cold Ecosphere)—Kitan
A small dead ice world. During particularly bright flares from its star, Kitan has been known to melt its top layers of ice to form temporary oceans of liquid water.
--II: Medium/Ice (Cold Ecosphere)—Devai
A medium-sized dead ice world that is a double planet for Rukia.
----A: Medium/Ice (Cold Ecosphere)—Rukia
A medium-sized dead ice world that is a double planet for Devai.

--Ice Belt—
A vast belt of icy material.
--III: Large/Ringed Orange Gas Giant (Cold Ecosphere)—Posidai
A large orange gas giant with thin rings, four large moons, and seventeen smaller ones.
----A: Large/Heavy Tectonic Ice—Exili
A large, tectonically active ice moon.
----B: Medium/Tectonic Ice—Idiea
A medium-sized tectonically active ice moon.
----C: Small/Ice—Ixtae
A small dead ice moon.
----D: Small/Ice—Oreus
A small dead ice moon.

--IV: Small/Ringed Purple Ice Giant (Frozen Ecosphere)—Ifai
A small purple ice giant with thin rings, two large moons, and eight smaller ones.
----A: Small/Ice—Mikatal
A small dead ice moon.
----B: Small/Ice—Ryian
A small dead ice moon.

--Kuiper Belt—
A vast expanse of icy objects on the edge of the system, with a large number of dwarf planets.

The Outer Rim
Initially thought to be part of the system, the Ikonian system, a binary system in its own right, was soon found to simply be a passer-by. The Outer Rim consists of two stars, an A class blue star, and its smaller D class white dwarf that at one time was probably bigger then its partner. The two stars orbit in such proximity that their planetary system orbits around both stars.

A Class Blue Star—Ikonian A (Ithika F)
Ionian A is an A class blue star. It is beginning to show signs of moving off the main sequence.
D Class White Dwarf—Ikonian B (Ithika G)
The smaller partner star of Ikonian A, Ikonian B is a white dwarf, but a few million years ago it was also a class A star, and even larger then Ionian A. When it went supernova, it destroyed the inner planets of its system and stripped the innermost gas giant of its planets, rings, and some of its atmosphere.
--Asteroid/Ice Belt—
A large field of asteroids and icy objects which are all that remain of the inner planets of the system since the secondary star went nova. Many planetary fragments abound.
--I: Small/Green Ice Giant (Frozen Ecosphere)—Rinanai
A small green ice giant that has had its rings and moons stripped away by the supernova of Ikonian B.
--III: Small/Ringed Purple Ice Giant (Frozen Ecosphere)—Uriki
Graecia is a small thinly ringed purple ice giant on the edge of the system, with three large moons and eleven smaller ones.
----A: Small/Ice—Adakai
A small dead ice world.
----B: Small/Ice—Kinian
A small dead ice world.
----C: Small/Ice—Aklon
A small dead ice world.

--II: Small/Ringed Blue Blue Giant (Frozen Ecosphere)—Erthit
A small, lonely, thinly ringed blue ice giant with a single large moon and six smaller ones. There are ancient ruins in the planet’s atmosphere. Giant, mysterious platforms hover, kept afloat by generators.
----A: Medium/Ice—Vinaith
A medium-sized dead ice world. Ruins are on this world too, with many broken down technological bases and cities.

--Kuiper Belt—
A vast expanse of icy objects on the edge of the system, with a large number of dwarf planets.

--Oort Cloud—
The outer expanses of the system, with thousands upon thousands of dwarf planets, and millions of comets and asteroids. It has a radius of a lightyear in any direction, and has been recently disrupted by the incursion of the blue star and its white dwarf companion.
Last edited by Atlantean Peoples on Fri Mar 18, 2011 8:52 pm, edited 37 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
Atlantis Factbook

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Atlantean Peoples
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Founded: Dec 25, 2009
Ex-Nation

Postby Atlantean Peoples » Fri Jan 01, 2010 9:30 pm

GEOGRAPHY
Map of Nova Atlantai--Topographical
Image
http://img714.imageshack.us/img714/9441/atlantis2q.png
(bigger map)

Map of Nova Atlantai--Biosphere
Image
http://img141.imageshack.us/img141/5020/atlantis4.png
(bigger map)

POLITICAL

Virtually all of the Federation’s civilian population live on Nova Atlantai, the fourth major moon of Hardael, a blue gas giant and fourth planet in orbit of Ithika A. 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. Hardael is a small, ringed gas giant about the size of Neptune which is thought to have migrated in from an orbit further out. This theory is validated with the existence of a large asteroid belt in orbit just inward of the gas giant, which contains enough mass for at least three different Mars-sized terrestrial planets.

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 is also home to five smaller cities and numerous towns 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.

Atlantean cities are usually designed with beauty in mind, and these new pre-planned cities are no exception. Each was specially designed to blend into their respective environments and complement them. Current Atlantean building philosophies blend many of the Ancient architectural designs with a ‘modern’ twist to them, to give off both a decedent and truly ancient feel, as well as a new breath to it, to encourage a future. They are fond of using geometric shapes such as pyramids (both step and classic), obelisks, and domes, as well as a liberal usage of columns. It has a very angular feel to it, including angular arches rather then more ‘traditional’ rounded arches—though some of the latter do exist. In addition to this, many of the building structures 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.

Generally, larger urban buildings look very much like stone artifices whose color and texture depend on the surrounding environment, while rural towns use far more of a ‘wood’ feel--though desert areas usually retain the 'stone' feel.

Another design philosophy of Atlantis is self-sufficiency. Every state and city is designed to have at least some self-sufficiency. Cities are organized into smaller sectors that contain residential, industrial, and commercial areas and mass public transportation that allow for easy transit too and from the areas. Residential areas are tight and communal, with narrow streets. Areas, and even moreso cities and town are linked by rail, Atlantis’s main form of public transportation.

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 Atlantean Peoples on Tue Apr 26, 2011 10:40 am, edited 17 times in total.
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Postby Atlantean Peoples » Fri Jan 01, 2010 9:31 pm

FLORA AND FAUNA

The biosphere of Nova Atlantai is suspiciously similar to that of Earth, and more specifically western North America, to the point that many species are actually identical and in fact compatible to their Terran counterparts. This just further confirms the theory that this world was artificially terraformed by an ancient race some time in the distant past. This theory is also supported by the fact that figure-of-eight orbits between stars is unheard of, and the fact that despite having migrated from further into the system, Hardael has a highly stable orbit around its parent star. Perhaps most suspiciously of all is the fact that Nova Atlantai, despite only being the size of Titan, is large enough to undergo tectonic phenomena by itself, as well as support an active core capable of sustaining a strong electromagnetic field. And then of course there are the various ruins covering both Nova Atlantai and the rest of the system.

Nova Atlantai’s flora and fauna is mostly homogenous, meaning that regardless of distance, the ecosystem of one biome region will be very much like one of another region. As an example; the Adhara steppe is highly similar to the Enkei steppe in nature. For this reason, and for an ease of classification, Nova Atlantai’s flora and fauna are categorized by biome rather than region. Seven classifications exist: Desert, Steppe, Forest, Taiga, Alpine, Tundra, and Ocean.

Most of Nova Atlantai’s flora and fauna are based on that which occurs in the western portion of the North American continent, from Alaska south to northern Mexico. However, there are a number of distinctions; one of the most important being the existence of numerous Pleistocene megafauna which went extinct on Earth around twelve thousand years ago. Also present are a dozen or so dinosaur and other extinct reptile species. Some other fauna are alien to Earth, but are thought to have evolved from Earth life, such as the Phoenix, Rattleback, and Silver Swimmers. Finally, a small number of species not native to North America are also in existence, such as a small number of new world primate species and tropical songbirds, as well as a species of llama.


Desert Ecozone

Image
The painted mountains of Pelal, central Adhara Desert.

Image
Rock formations near the Adhara dune sea.


The desert ecozone consists of three main areas. By far the largest is the great Adhara desert which covers over a solid third of the western half of the continent. The other two areas, the Inakil desert to the east and the Enkei desert, are far smaller regions. Of the three, Enkei is the smallest and most homogenous, simply being a large expanse of rocky semi-scrubland. The other two regions, Inakil and Adhara, provide a larger variations of habitats, Adhara especially. The Great Adhara Desert, while rocky in many areas, is home to a dune sea in the area between the Kinshal and Orail rivers. There is also a large area of salt flats north of the Pelal river. Its rocky areas contain a number of rock formation regions, including the massive Kinshal canyon in the central desert region. The ecozone is bone-dry in places; quite the difference to much of the rest of the planet which is highly wet.

The flora and fauna of the ecozone is remarkably similar to that of the American Southwest, ranging from hyperarid desert to xeric shrubland. They are adapted to the dry climate, and are almost identical to their Terran counterparts. There are however a few notable exceptions which are listed below.

--Shadow Hawk: Not actually a hawk at all, the Shadow Hawk is a giant species of bat, with a wingspan of over a meter in length. It serves as one of the top predators in the ecozone, its wingspan enabling it to travel for hours effortlessly.
--Long-legged Llama: One of the Pleistocene fauna found on Nova Atlantai, this small species of llama is well-adapted to the desert climate.
--Phoenix: A species of falcon with a striking bright-red plumage which gives it its name. Many have since been tamed by the population as pets, and are found to be extremely useful in pest control and as a message carrier.
--Miniature Owl: A small brown-feathered owl about the size of a person’s fist. Like the Phoenix, they make common pets.
--Velociraptor: A small species of dinosaur, about the size of a turkey. It has a brown-colored plumage which allows it to blend in with its surroundings. An insectivore, it lives in rocky areas.
--Cryptile: A frill-necked lizard that lives on the salt flats. The area is mostly devoid of life, but a number of small hyper-saline ponds exist, filled with brine flies which the lizards catch in their frills and eat.
--Iktal’s Bearded Lizard: A large desert lizard which is known for digging under the sand and dirt to wait for prey.
--Atlantean Termite: Known for their high ten-meter-high skyscraper cities, the Atlantean Termites are spread across the moon.
--Golden Scarab: Distantly related to existing scarab beetles, the golden scarab is an iconic Atlantean species due to its bright golden shell.
--Titan Scorpion: A massive poisonous arachnid that can grow to be half a foot in length with enough venom to take down a bull elephant.

More ‘mundane’ creatures exist of course; namely almost the entire ecosystem of the American Southwest. Various species of feline (mountain lions) and canine (wolves and foxes), rabbits, rodents, and various grazing animals such as deer and goats are all common mammals. Birds range from songbirds to large birds of prey, and reptile species range from snakes and lizards to a few species of desert turtle. Insects and other arthropods are of course even more numerous. Flora is also mostly identical to the American Southwest and surrounding environment. Cactai and conifer species are common sites, as is desert brush.

---

Steppe Ecozone

Image
Great Enkei Plains.

The steppe ecozone isn’t so much a singular biome, but rather a number of inter-related ones, as it is very much a ‘transitional’ ecozone between the desert and more forested areas. It can range anywhere from rocky shrubland and thin woodland similar to the American West to full-on flat prairie much like the American Midwest. There are four main steppe regions across the globe; the Ithkial steppe to the south of the Adharan desert which mostly consists of rocky and mountainous shrubland, the Nazkal steppe to the east of the Inakil desert which is also very rocky in design, the Enkei plains to the north of the Enkei desert, and the Nikiea plateau. The latter two are mostly full-on rolling grasslands, marked only by mountain ranges and forested oases located on river banks.

Flora and Fauna is very much like that of the American and Canadian Midwest and Rocky Mountain regions. As such, there is a large overlap of species between the desert ecozone and steppe ecozone. However, the steppe does contain a much larger set of biodiversity. Some of the notable exceptions are listed below.

--Dire Wolf: Closely related to the smaller grey wolf which also exists across the moon, the dire wolf is another example of Pleistocene fauna on Nova Atlantai.
--Rattleback: A pangoline-like rodent about the size of an otter. The fur on its back has fused into plates of armor to protect itself from predators in lieu of its slow running speed.
--Glyptodon: Yet another Pleistocene creature, the Glyptodon is a relative of the armadillo, though much larger.
--Desert Lion: A descended of the American Lion subspecies, another Pleistocene era creature.
--Stag Moose: The largest species of Moose ever known to have existed.
--Woolly Rhino: The single species of rhino on Nova Atlantai, it is also an ice age era creature adapted to cooler weather.
--Auroch: An ancient species of wild cattle native to the middle east on Earth.
--Ajin Mammoth: A descendent of the mammoth species from Earth.
--Atlantean Titanis: Also known as a member of the so-called ‘Terror Birds’, the Titanis is a large carnivorous flightless bird that can chase down prey easily.
--King Raptor: A larger relative of the desert velociraptor, this species is about the size of a horse, and indeed large numbers have been tamed by the populace for use in riding. Its beautiful plumage is green with red, yellow, and blue accents on the wings for use in mating. It is a top predator in the ecozone.
--Frost Styracosaurus: Another species of dinosaur, the Styracosaurus was a relative of the triceratops, and it has adapted to the colder weather here. It travels in herds, much like its deer and bison counterparts.
--Atlantean Ankylosaur: A species of dinosaur that lives in the more rocky mountainous areas. It is smaller than its ancestors, but far more deadly. Its tail ends in a large club with a number of venomous spikes which it uses to protect itself.

The rest of the fauna of the region is, as has been said, similar to both the desert ecozone and the American west. The fauna is also similar; conifer forests exist in the more mountainous areas, while grasslands dominate the plains.

---

Forest Ecozone

Image
Tikal jungle region.

Image
Part of the upper Naulthal waterfall system.


The forest ecozone is a bit of vague terminology, as there are actually two different sub-zones in the ecozone. The first is a normal mixed temperate forest, while the other is the temperate rainforest climate that covers much of the planet. The division between the two is vague, though it is generally regarded that the further inland the forest is, the more likely it is considered a normal forest, and vice versa. Two main forest regions exist; the Nithian forest region that covers the eastern-central part of Adhara, Nikiea, and the islands in-between; and the Naulthal forest region which exists on Naulthal island, the surrounding island groups, and south Enkei. A number of areas, most notably the area around Aunthal, are swamp regions, and are by far the wettest areas of the rainforest.

One particular area of note is the Ithilal Marsh region, an area that extends over most of Ithilal Island and the surrounding smaller islands. Here, most of the 'flora' is in fact giant fungi. Huge mushrooms tower like trees, with bio-luminescent fungi lighting the regions below the canopy.

The rainforest contains by far the greatest biodiversity on the moon. It is comparable to the American Pacific Northwest Temperate Rainforest, which extends from Oregon to Alaska. Flora and fauna is very similar to that region, though again with some notable exceptions.

--Atlantean Tapier: A species of Californian Tapier from the Ice Age. It is a very small species.
--New World Monkeys: Nova Atlantai has a handful of primate species, all New World species. The most iconic is the so-called Frost Monkey, a species that is well-adapted to the colder taiga climate.
--Giant Sloth: Another example of Pleistocene megafauna, the giant sloth is a giant two-toed sloth, and the only Atlantean species of sloth.
--Dwarf Smilodon: A pygmy descendent of the sabertooth cat of the Pleistocene. It is about twice as large as a normal housecat.
--Nest Squirrels: A species of squirrels that works in massive groups, creating huge nest networks in the canopy.
--Therizinosaur: A sloth-like feathered theropod dinosaur. It is a herbivore, reaching up on its hind legs to reach higher branches. It is about the size of a bear.
--Hadrosaur: Nova Atlantai actually hosts a number of Hadrosaur species.
--Erikai Iguanodon: A descendent of the dinosaur species.
--Eredai Spinesaurus: A species of carnivorous dinosaur.
--Marsh Trilobite: A land version of a common ocean arthropod that exists in the marsh regions.
--Emperor Dragonfly: A dragonfly species capable of growing up to half a foot in length.
--Killer Wasps: Massive, aggressive wasps, very similar to the Japanese Hornets.
--Ghost Butterfly: A species of butterfly with long white wings.
--Great Firefly: A species of large lightning bugs.
--Tree Mushroom: Able to grow as high as any tree, the Tree Mushroom is mostly located in the Ithilal marshes, though other pockets do exist. Its spores are edible, and certain types of bread can be made with them.
--Glow Lights: A species of bio-luminescent mold, named after their blue, green, and purple glow.

Animals present in the steppe and desert often have counterparts in the rainforest, and the forest also has much of the fauna from the Pacific Northwest on Earth, giving the region a high level of biodiversity. The flora of the forest is a mixture of conifer and broadleaf, as well as a number of fern and moss species that thrive in the dark undergrowth. A number of carnivorous species also exist.

---

Taiga Ecozone

Image
Small waterfall near Equinal.


The taiga ecozone is the other major wooded ecozone, and is generally regarded to be areas where conifer species dominate. The various sub-zones are that of boreal forest and the sparse taiga that exists near the tree line. Due to its nature of existing both in sub-polar regions and as a transitional biome between lower altitudes and mountain summits, the biome exists in a number of disconnected areas. The major areas are the southern Adhara forests, the mid-Nikiea forests, the southern island forests ranging from Toklal to the Isdilial peninsula, the alpine areas of the southeastern areas of the Adhara mountains, and the alpine areas of the Enkei mountains, as well as numerous minor island groups such as the Rukial and Kinial islands.

The Taiga fauna contains the same type of species as the warmer and wetter rainforest region, but with less diversity. Flora is mostly restricted to conifer trees and hardy types of grass, moss, and bushes. It is analogous to the boreal forests of Canada and Alaska.

---

Alpine Ecozone

Image
Vishal Mountains as seen from outside Ixial.


The alpine ecozone consists of the higher altitudes of the major mountain ranges of Nova Atlantai, from just below the treeline to the summit. Most of the ecozone is tundra, though it also encompasses the uppermost regions of the taiga as well as the alpine icecaps at the mountain summits. Three major areas exist; the Adhara mountains, the Enkei mountains, and a small portion of the northern Nikiean plateau. Most species here are birds and mammals who also live in the lower desert, forest, and steppe ecozones. The region is devoid of non-warmblooded reptiles and amphibians, and the number of insect species drop dramatically.

Animals here are specially designed to thrive not just in a tundra climate, but a very uneven mountainous environment at high altitudes. Many of the more hardy species from the jungle, steppe, and desert exist here. The ecoregion closely corresponds with higher regions of the Rocky Mountains, and as such species such as mountain goats, rams, elk, and mountain lions are common here. The desert llama species also exists here, as does the Blue Windrunner, a species of bird with bright blue feathers to block incoming UV radiation. It has evolved its legs into a second set of wings for use in flight so high up.

Flora is restricted to grass, bushes, and lichen.

---

Tundra Ecozone

Image
Ryani Marshes.

The tundra ecozone consists of the arctic and Antarctic polar regions, from the treeline north or south, respectively. As such, there are two main polar regions; Arctic and Antarctic. Most of these regions are either tundra or glacial icecaps. They are very close in design to the North American tundra, and as such much of the flora and fauna there is also found here, including various types of sea birds, polar bears, walruses, elk, deer, and seals, as well as numerous types of ice age animals. Flora is limited to grass, bushes, and many wildflowers that bloom for a few weeks in the summer.


---

Ocean Ecozone

Image
Sea arch near Nazkal.

The final ecozone is that of the ocean, and it is every bit as diverse as any of the land ecozones. While it has much of the fauna one would expect of the north pacific, the ocean ecozone has probably the biggest series of ‘exceptions’ of any of the ecozones. They are as follows.

--Mosasaur: A giant prehistoric predator species from the Mesozoic.
--Tylosaur: Another giant prehistoric predator species.
--Megalodon: A giant prehistoric shark.
--Silver Swimmers: Not one species, silver swimmers consist of an entire group of species, all descended from of a crab larvae. They have mostly replaced fish in the ocean, though there are a few holdouts. Many types of species exist; both filter feeder and carnivore.
--Trilobites: Another group of species, descended from the extinct group on Earth.
--Afindainal Ammonite: A descendent of the extinct type of animal from Earth.
--Uridian Squid: A giant squid with Technicolor skin. It is highly intelligent and communicates with patterns on its skin.

A few species of boney fish, such as salmon, carp, trout, and tuna still exist, though mostly as freshwater fish in various lakes and rivers. The oceans themselves belong mostly to the silver swimmers. Sharks are still plentiful however, as are various species of ray. Cephalopods are in abundance, as are crustaceans. There are also a number of deep water marine mammal species, all of them whales and dolphins. The deeper regions of the ocean have yet to be explored.
Last edited by Atlantean Peoples on Tue May 24, 2011 2:21 pm, edited 24 times in total.
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Postby Atlantean Peoples » Sat Jan 02, 2010 10:50 pm

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.

Science, Technology, and Energy

Atlantis is a technologically advanced society, apocalypse notwithstanding. It has been through many ups and downs in its history, from the height of technology before the Zoir war and just before the second Demon War, to the quick level of regression during the disporea on Earth. At this point and time, Atlantis is an interstellar-capable state, with an above-average fleet for its size. Technology on Atlantis has a quasi-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 retriving 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.

Despite being highly advanced, Atlantis has so far avoided becoming a post-singularity society. Even in the busy cities, much of travel is done by foot and things are done as they were ten thousand years ago--and the same is even truer in the smaller towns. Atlantean self-identity is all important to them, and they fear risking losing themselves to technology (as well as foreign influence) by 'upgrading' themselves as transsapients. Their intent is that they rule technology, not the other way around. It is also tradition; another core component of Atlantean self-identity, that keeps them doing things the way they were done millennia ago. Even transporters are only used for inanimate objects; the fear that a transporter kills the soul is an ever present fear.

Communication and Transportation

Most transportation in Atlantis is public. A number of light, heavy, and metro rail system crisscross Atlantean cities and connect them together. In addition, cities are usually organized into semi-self-sufficient sectors where one can simply walk or bike to where they need to go, using rail systems to reach more distant areas of the city. As such, there are no large highways in Atlantean cities, just many rail lines.

Many companies and organizations operate their own flight-capable vehicles, which can transport what needs transporting over the city, though none are space worthy.

Atlantis’s communication systems are highly connected. The Atlantean internet is all-important, and virtually every person has at least one computer to access it from. Virtually everyone also has their own cellphone, which can also access the internet. It may seem paradoxical to the Atlantean people who are wary of technology taking over their lives, but on the other hand Atlanteans are also very community-driven, and the tighter they can make that community regardless of distance, the better.
Last edited by Atlantean Peoples on Mon Apr 25, 2011 8:40 pm, edited 10 times in total.
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Postby Atlantean Peoples » Sat Jan 02, 2010 10:51 pm

POPULATION DEMOGRAPHICS

Population: 250 million
Growth Rate: Slow
Male: 48%
Female: 52%
Age Expectancy: 250 years
Median Age: 70 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%

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 then 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, many remain in service, especially now with the army being reinstated.
Last edited by Atlantean Peoples on Mon Apr 25, 2011 8:41 pm, edited 57 times in total.
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Postby Atlantean Peoples » Sun Jan 03, 2010 11:37 am

GOVERNMENT AND POLITICAL STRUCTURE

Atlantis is run by a form of constitutional monarchy mixed with a federal structure. Atlantis’s political history is complex and positively Byzantine at times, however this guide will attempt to lay out the major players in modern politics. The government is divided up into three main branches of government; the Imperial Office, the Senate, and the Judicial Courts. However, both the former state religion; Atlanteanism, as well as the military have had their hands in the government in recent times.

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.

Imperial Office Layout
Her Imperial Majesty The Empress of Atlantis: Atlantia X of the House of Iren (Athena)
Minister of Defense: Supreme Admiral Sid of the House of Iknar
Minister of Defense: Supreme General K’tar
Minister of Culture: Nishan of the House of Ida
Minister of Health: Ital of the House of Narakan
Minister of Justice: Divin of the House of Ida
Minister of Transportation: Arant’kal
Minister of Finance: Uden of the House of Iknar
Minister of Foreign Relations: Year of the House of Ishak
Minister of Agriculture: Dural of the House of Minakan
Minister of Industry: Kidal of the House of Muron
Minister of Education: Ikital of the House of Nishima
Minister of Commerce: Er’ith
Minister of Energy: Shiman of the House of Oshin

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 Theian, and Ishan of the House of Sherai.

Current Political Makeup of the Imperial 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.

Current Members of the Judicial Court
Kinshi choice: Adalan of the House of Posin
Ithkil choice: Urian of the House of Allak
Nazkal choice: Idar of the House of Ida
Onthai choice: Sheikal of the House of Oshin
Kandri choice: An’tika
Tikal choice: Tinak of the House of Oberith
Ishika choice: Ekan of the House of Neral
Okira choice: Erin of the House of Iren
Areon choice: Arin of the House of Iki
Naulthul choice: Nauthil of the House of Ishik
Aunthal choice: Tina of the House of Uruk
Tikia choice: Inithal of the House of Kurruk
Imperial Office choice and Grand Judge: Zeno of the House of Ishaka


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 capitalist 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.

Regional Divisions

Below the top tier of government, the country is divided into twelve semi-autonomous states. Prior to the war and creation of the constitution, ten Houses were traditionally granted power over the land. This tradition dates back to the original founding of the empire before the Zoir War. However, as of now there are twelve unrelated states created by the new constitution and each centered on one major city with a number of smaller towns. Each are allotted Senators based on the total population as well as an equal amount of Govenors.

International Relations

Atlantis has virtually zero outside relations. Atlanteans naturally have some xenophobic tendencies, and the recent Demon War which stripped them of their empire, home, and population has left their cultural psyche shattered. As such, cultural identity has become all-important.
Last edited by Atlantean Peoples on Mon Apr 25, 2011 8:42 pm, edited 69 times in total.
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Postby Atlantean Peoples » Sun Jan 03, 2010 11:43 am

ARMED FORCES

Despite its small size and preoccupancy with rebuilding itself, Atlantis does host a small but powerful military force for self defense. There are two main branches; the Federation Army and the Federation Navy. Before the war, Atlantis had a large professional navy with a small army detachment for defensive and offensive abilities. However, in the aftermath of the war, a large professional army was no longer a viable possibility, and so along with the government the Empress rearranged the entire military structure to take into account the much smaller size of the military. Two men lead the Army and Navy; Grand General K’tar leads the entire Imperial Army, while Grand Admiral Sid leads the entire Imperial Navy, and both have direct control over the Imperial forces. Both report directly to the Imperial Office. Below them, the head generals and admirals of their respective legions and fleets report directly to them. The layout for both is as follows.

Imperial Fleet Ranks:
Grand Admiral—Supreme navy commander
Admiral—Fleet commander
Rear Admiral—Battlegroup commander
Commander—Ship or fighter squadron commander
Subcommander—Command over respective area on ship or fighter wing
Lt. Commander—Command over respective subarea on ship
Lieutenant—Mainstay rank, under command of Lt. Commander
Ensign—Lowest rank

Imperial Army Ranks:
Grand General—Supreme army commander
General—Legion commander
Colonel—Division commander
Major—Battalion commander
Captain—Squad commander
First Lieutenant—Mainstay rank, under command of Captain
Second Lieutenant—Lowest rank

Imperial Navy Organization:

The Imperial Navy consists of five Fleets, which in turn consist of five Battlegroups and one starbase. Each Battlegroup consists of ten ships: one Dromon class destroyer, five Destiny class cruisers, and four Trident class supportships. In addition, the Dromon class carries with it seven fighter squadrons of twelve fighters each. In addition to this, each fleet has one Citadel class Battlestation, which carries fifteen fighter squadrons.

Imperial Navy
First Fleet
--First Battlegroup
*AIV 1001 Dromon (Dromon Class Destroyer)
***25 Fury Squadrons
-----------------------
*AIV 2001 Destiny (Destiny Class Cruiser)
*AIV 2002 Zenith (Destiny Class Cruiser)
*AIV 2003 Iris (Destiny Class Cruiser)
*AIV 2004 Exodus (Destiny Class Cruiser)
*AIV 2005 Repulse (Destiny Class Cruiser)
*AIV 2006 Inar (Destiny Class Cruiser)
*AIV 2007 Akesh (Destiny Class Cruiser)
*AIV 2008 Morning Star (Destiny Class Cruiser)
*AIV 2009 Interceptor (Destiny Class Cruiser)
*AIV 2010 Reaper (Destiny Class Cruiser)
-----------------------
*AIV 3001 Trident (Trident Class Supportship)
*AIV 3002 Minotaur (Trident Class Supportship)
*AIV 3003 Venture (Trident Class Supportship)
*AIV 3004 Anrak (Trident Class Supportship)
-----------------------

--Second Battlegroup
*AIV 1002 Ktmma (Dromon Class Destroyer)
***25 Fury Squadrons
-----------------------
*AIV 2011 Fury (Destiny Class Cruiser)
*AIV 2012 Salvation (Destiny Class Cruiser)
*AIV 2013 Eos (Destiny Class Cruiser)
*AIV 2014 Vanguard (Destiny Class Cruiser)
*AIV 2015 Orion (Destiny Class Cruiser)
*AIV 2016 Phantom (Destiny Class Cruiser)
*AIV 2017 Predator (Destiny Class Cruiser)
*AIV 2018 Crusade (Destiny Class Cruiser)
*AIV 2019 Erinyes (Destiny Class Cruiser)
*AIV 2020 Scorpion (Destiny Class Cruiser)
-----------------------
*AIV 3005 Impervious (Trident Class Supportship)
*AIV 3006 Hope (Trident Class Supportship)
*AIV 3007 Kinakan (Trident Class Supportship)
*AIV 3008 Tempest (Trident Class Supportship)
-----------------------

--Third Battlegroup
*AIV 1003 Athena (Dromon Class Destroyer)
***25 Fury Squadrons
-----------------------
*AIV 2021 Nemesis (Destiny Class Cruiser)
*AIV 2022 Defiant (Destiny Class Cruiser)
*AIV 2023 Rebirth (Destiny Class Cruiser)
*AIV 2024 Savior (Destiny Class Cruiser)
*AIV 2025 Voyager (Destiny Class Cruiser)
*AIV 2026 Gemini (Destiny Class Cruiser)
*AIV 2027 Conquerer (Destiny Class Cruiser)
*AIV 2028 Nephilim (Destiny Class Cruiser)
*AIV 2029 Hunter (Destiny Class Cruiser)
*AIV 2030 Fate (Destiny Class Cruiser)
------------------------
*AIV 3009 Fortune (Trident Class Supportship)
*AIV 3010 Atlai (Trident Class Supportship)
*AIV 3011 Selene (Trident Class Supportship)
*AIV 3012 Zodiac (Trident Class Supportship)
------------------------

--Fourth Battlegroup
*AIV 1004 Vega (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2031 Perseverance (Destiny Class Cruiser)
*AIV 2032 Vigilant (Destiny Class Cruiser)
*AIV 2033 Aeolus (Destiny Class Cruiser)
*AIV 2034 Arcadia (Destiny Class Cruiser)
*AIV 2035 Serenity (Destiny Class Cruiser)
*AIV 2036 Myrmidon (Destiny Class Cruiser)
*AIV 2037 Guardian (Destiny Class Cruiser)
*AIV 2038 Ghost (Destiny Class Cruiser)
*AIV 2039 Corsair (Destiny Class Cruiser)
*AIV 2040 Raptor (Destiny Class Cruiser)
------------------------
*AIV 3013 Cirrus (Trident Class Supportship)
*AIV 3014 Inaxa (Trident Class Supportship)
*AIV 3015 Typhon (Trident Class Supportship)
*AIV 3016 Prophecy (Trident Class Supportship)
------------------------

--Fifth Battlegroup
*AIV 1005 Olympia (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2041 Legacy (Destiny Class Cruiser)
*AIV 2042 Independence (Destiny Class Cruiser)
*AIV 2043 Pleiades (Destiny Class Cruiser)
*AIV 2044 Utopia (Destiny Class Cruiser)
*AIV 2045 Odyssey (Destiny Class Cruiser)
*AIV 2046 Harbinger (Destiny Class Cruiser)
*AIV 2047 Acolyte (Destiny Class Cruiser)
*AIV 2048 Xitanai (Destiny Class Cruiser)
*AIV 2049 Spirit (Destiny Class Cruiser)
*AIV 2050 Texaili (Destiny Class Cruiser)
------------------------
*AIV 3017 Anath (Trident Class Supportship)
*AIV 3018 Andromeda (Trident Class Supportship)
*AIV 3019 Sentinel (Trident Class Supportship)
*AIV 3020 Champion (Trident Class Supportship)
------------------------

--Citadel One
*AIV 4001 Citadel One (Citadel Class Battlestation)
***100 Fury Squadrons
------------------------


Second Fleet
--Sixth Battlegroup
*AIV 1006 Lucidity (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2051 Survivor (Destiny Class Cruiser)
*AIV 2052 Windseeker (Destiny Class Cruiser)
*AIV 2053 Tekin (Destiny Class Cruiser)
*AIV 2054 Relentless (Destiny Class Cruiser)
*AIV 2055 Advent (Destiny Class Cruiser)
*AIV 2056 Immortal (Destiny Class Cruiser)
*AIV 2057 Aurora (Destiny Class Cruiser)
*AIV 2058 Winter (Destiny Class Cruiser)
*AIV 2059 Valkyrie (Destiny Class Cruiser)
*AIV 2060 Avatar (Destiny Class Cruiser)
------------------------
*AIV 3021 Stalwart (Trident Class Supportship)
*AIV 3022 Aftermath (Trident Class Supportship)
*AIV 3023 Comet (Trident Class Supportship)
*AIV 3024 Tridon (Trident Class Supportship)
------------------------

--Seventh Battlegroup
*AIV 1007 Vindicator (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2061 Skydancer (Destiny Class Cruiser)
*AIV 2062 Unity (Destiny Class Cruiser)
*AIV 2063 Lemuria (Destiny Class Cruiser)
*AIV 2064 Phalanx (Destiny Class Cruiser)
*AIV 2065 Onai (Destiny Class Cruiser)
*AIV 2066 Twilight (Destiny Class Cruiser)
*AIV 2067 Adaran (Destiny Class Cruiser)
*AIV 2068 Olaxi (Destiny Class Cruiser)
*AIV 2069 Peacekeeper (Destiny Class Cruiser)
*AIV 2070 Archangel (Destiny Class Cruiser)
------------------------
*AIV 3025 Peacemaker (Trident Class Supportship)
*AIV 3026 Triumph (Trident Class Supportship)
*AIV 3027 Antilla (Trident Class Supportship)
*AIV 3028 Behemoth (Trident Class Supportship)
------------------------

--Eighth Battlegroup
*AIV 1008 Bastion (Dromon Class Destroyer)
***25 Fury Squadrons
-----------------------
*AIV 2071 Nike (Destiny Class Cruiser)
*AIV 2072 Inspiration (Destiny Class Cruiser)
*AIV 2073 Alliance (Destiny Class Cruiser)
*AIV 2074 Psyche (Destiny Class Cruiser)
*AIV 2075 Erin (Destiny Class Cruiser)
*AIV 2076 Seraphim (Destiny Class Cruiser)
*AIV 2077 Thunder (Destiny Class Cruiser)
*AIV 2078 Yidai (Destiny Class Cruiser)
*AIV 2079 Nereid (Destiny Class Cruiser)
*AIV 2080 Seil (Destiny Class Cruiser)
-----------------------
*AIV 3029 Deliverance (Trident Class Supportship)
*AIV 3030 Sovereign (Trident Class Supportship)
*AIV 3031 Tartarus (Trident Class Supportship)
*AIV 3032 Erebus (Trident Class Supportship)
-----------------------


--Ninth Battlegroup
*AIV 1009 Phoenix (Dromon Class Destroyer)
***25 Fury Squadrons
-----------------------
*AIV 2081 Honor (Destiny Class Cruiser)
*AIV 2082 Equinox (Destiny Class Cruiser)
*AIV 2083 Eclipse (Destiny Class Cruiser)
*AIV 2084 Poseidon (Destiny Class Cruiser)
*AIV 2085 Invincible (Destiny Class Cruiser)
*AIV 2086 Berzerker (Destiny Class Cruiser)
*AIV 2087 Ankantal (Destiny Class Cruiser)
*AIV 2089 Ehai (Destiny Class Cruiser)
*AIV 2090 Apocalypse (Destiny Class Cruiser)
-----------------------
*AIV 3033 Constellation (Trident Class Supportship)
*AIV 3034 Dignity (Trident Class Supportship)
*AIV 3035 Premonition (Trident Class Supportship)
*AIV 3036 Unaxa (Trident Class Supportship)
-----------------------

--Tenth Battlegroup
*AIV 1010 Vengeance (Dromon Class Destroyer)
***25 Fury Squadrons
-----------------------
*AIV 2091 Rightious (Destiny Class Cruiser)
*AIV 2092 Bifrost (Destiny Class Cruiser)
*AIV 2093 Scimitar (Destiny Class Cruiser)
*AIV 2094 Isis (Destiny Class Cruiser)
*AIV 2095 Discovery (Destiny Class Cruiser)
*AIV 2096 Golden Scythe (Destiny Class Cruiser)
*AIV 2097 Warlock (Destiny Class Cruiser)
*AIV 2098 Northern Star (Destiny Class Cruiser)
*AIV 2099 Whisper (Destiny Class Cruiser)
*AIV 2100 Ranth (Destiny Class Cruiser)
-----------------------
*AIV 3037 Apex (Trident Class Supportship)
*AIV 3038 Dreamer (Trident Class Supportship)
*AIV 3039 Solidarity (Trident Class Supportship)
*AIV 3040 Unique (Trident Class Supportship)
-----------------------

--Citadel Two
*AIV 4002 Citadel Two (Citadel Class Battlestation)
***100 Fury Squadrons
-----------------------
---

Third Fleet
--Eleventh Battlegroup
*AIV 1011 Anubis (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2101 Stormfront (Destiny Class Cruiser)
*AIV 2102 Pandora (Destiny Class Cruiser)
*AIV 2103 Oracle (Destiny Class Cruiser)
*AIV 2104 Eurean (Destiny Class Cruiser)
*AIV 2105 Solstice (Destiny Class Cruiser)
*AIV 2106 Laiaith (Destiny Class Cruiser)
*AIV 2107 Tentai (Destiny Class Cruiser)
*AIV 2108 Raven (Destiny Class Cruiser)
*AIV 2109 Scarab (Destiny Class Cruiser)
*AIV 2110 Rain Dancer (Destiny Class Cruiser)
------------------------
*AIV 3041 Nyx (Trident Class Supportship)
*AIV 3042 Starslayer (Trident Class Supportship)
*AIV 3043 Pioneer (Trident Class Supportship)
*AIV 3044 Armada (Trident Class Supportship)
------------------------

--Twelfth Battlegroup
*AIV 1012 Horizon (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2111 Eurus (Destiny Class Cruiser)
*AIV 2112 Notus (Destiny Class Cruiser)
*AIV 2113 Boreas (Destiny Class Cruiser)
*AIV 2114 Zephyrus (Destiny Class Cruiser)
*AIV 2115 Aether (Destiny Class Cruiser)
*AIV 2116 Windraker (Destiny Class Cruiser)
*AIV 2117 Silent (Destiny Class Cruiser)
*AIV 2118 Daemon (Destiny Class Cruiser)
*AIV 2119 Bullhunter (Destiny Class Cruiser)
*AIV 2120 Navigator (Destiny Class Cruiser)
------------------------
*AIV 3045 Dawnstar (Trident Class Supportship)
*AIV 3046 Guncutter (Trident Class Supportship)
*AIV 3047 Nebula (Trident Class Supportship)
*AIV 3048 Daemon (Trident Class Supportship)
------------------------

--Thirteenth Battlegroup
*AIV 1013 Ekani (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2121 Mirage (Destiny Class Cruiser)
*AIV 2122 Trinity (Destiny Class Cruiser)
*AIV 2123 Illusion (Destiny Class Cruiser)
*AIV 2124 Refute (Destiny Class Cruiser)
*AIV 2125 Dune Star (Destiny Class Cruiser)
*AIV 2126 Edixar (Destiny Class Cruiser)
*AIV 2127 Wanderer (Destiny Class Cruiser)
*AIV 2128 Nebula (Destiny Class Cruiser)
*AIV 2129 Soothsayer (Destiny Class Cruiser)
*AIV 2130 Deriah (Destiny Class Cruiser)
------------------------
*AIV 3049 Redemption (Trident Class Supportship)
*AIV 3050 Renaissance (Trident Class Supportship)
*AIV 3051 Supremacy (Trident Class Supportship)
*AIV 3052 Warspite (Trident Class Supportship)
------------------------

--Fourteenth Battlegroup
*AIV 1014 Ascendant (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2131 Undaunted (Destiny Class Cruiser)
*AIV 2132 Retribution (Destiny Class Cruiser)
*AIV 2133 Leviathan (Destiny Class Cruiser)
*AIV 2134 Regent (Destiny Class Cruiser)
*AIV 2135 Zealous (Destiny Class Cruiser)
*AIV 2136 Hero (Destiny Class Cruiser)
*AIV 2137 Stalker (Destiny Class Cruiser)
*AIV 2138 Ranger (Destiny Class Cruiser)
*AIV 2139 Fith (Destiny Class Cruiser)
*AIV 2140 Kental (Destiny Class Cruiser)
------------------------
*AIV 3053 Starfinder (Trident Class Supportship)
*AIV 3054 Armistice (Trident Class Supportship)
*AIV 3055 Forunner (Trident Class Supportship)
*AIV 3056 Successor (Trident Class Supportship)
------------------------

--Fifteenth Battlegroup
*AIV 1015 Pinnacle (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2141 Deimos (Destiny Class Cruiser)
*AIV 2142 Rampart (Destiny Class Cruiser)
*AIV 2143 Legion (Destiny Class Cruiser)
*AIV 2144 Glory (Destiny Class Cruiser)
*AIV 2145 Aenaun (Destiny Class Cruiser)
*AIV 2146 Enforcer (Destiny Class Cruiser)
*AIV 2147 Cavalry (Destiny Class Cruiser)
*AIV 2148 Boogyman (Destiny Class Cruiser)
*AIV 2149 Rescue (Destiny Class Cruiser)
*AIV 2150 Ithtal (Destiny Class Cruiser)
------------------------
*AIV 3057 Colossus (Trident Class Supportship)
*AIV 3058 Courageous (Trident Class Supportship)
*AIV 3059 Hammer (Trident Class Supportship)
*AIV 3060 Moonshadow (Trident Class Supportship)
------------------------

--Citadel Three
*AIV 4003 Citadel Three (Citadel Battlestation)
***100 Fury Squadrons
------------------------
---

Fourth Fleet
--Sixteenth Battlegroup
*AIV 1016 Safe Haven (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2151 Victory (Destiny Class Cruiser)
*AIV 2152 Interceptor (Destiny Class Cruiser)
*AIV 2153 Anaxial (Destiny Class Cruiser)
*AIV 2154 Defender (Destiny Class Cruiser)
*AIV 2155 Ieraian (Destiny Class Cruiser)
*AIV 2156 Iteraia (Destiny Class Cruiser)
*AIV 2157 Lental (Destiny Class Cruiser)
*AIV 2158 Sunliner (Destiny Class Cruiser)
*AIV 2159 Altei (Destiny Class Cruiser)
*AIV 2160 Nomad (Destiny Class Cruiser)
------------------------
*AIV 3061 Executor (Trident Class Supportship)
*AIV 3062 Macale (Trident Class Supportship)
*AIV 3063 Providence (Trident Class Supportship)
*AIV 3064 Nova (Trident Class Supportship)
------------------------

--Seventeenth Battlegroup
*AIV 1017 Crescent Star (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2161 Scorpion (Destiny Class Cruiser)
*AIV 2162 Night Hawk (Destiny Class Cruiser)
*AIV 2163 Reminal (Destiny Class Cruiser)
*AIV 2164 Guardian (Destiny Class Cruiser)
*AIV 2165 Pathfinder (Destiny Class Cruiser)
*AIV 2166 Union (Destiny Class Cruiser)
*AIV 2167 Campaign (Destiny Class Cruiser)
*AIV 2168 Ithika (Destiny Class Cruiser)
*AIV 2167 Battle Hymn (Destiny Class Cruiser)
*AIV 2168 Orbiter (Destiny Class Cruiser)
*AIV 2169 Stardust (Destiny Class Cruiser)
*AIV 2170 Andaraia (Destiny Class Cruiser)
------------------------
*AIV 3065 Selene (Trident Class Supportship)
*AIV 3066 Vinxai (Trident Class Supportship)
*AIV 3067 Liberation (Trident Class Supportship)
*AIV 3068 Prophet (Trident Class Supportship)
------------------------

--Eighteenth Battlegroup
*AIV 1018 Seraphim (Dromon Class Destroyer)
***25 Fury Squadrons
------------------------
*AIV 2171 Resolute (Destiny Class Cruiser)
*AIV 2172 Itari (Destiny Class Cruiser)
*AIV 2173 Endurance (Destiny Class Cruiser)
*AIV 2174 Dauntless (Destiny Class Cruiser)
*AIV 2175 Negotiator (Destiny Class Cruiser)
*AIV 2176 Poseida (Destiny Class Cruiser)
*AIV 2177 Sei (Destiny Class Cruiser)
*AIV 2178 Arix (Destiny Class Cruiser)
*AIV 2179 Serpent (Destiny Class Cruiser)
*AIV 2180 Redoubt (Destiny Class Cruiser)
------------------------
*AIV 3069 Redeemer (Trident Class Supportship)
*AIV 3070 Tranquility (Trident Class Supportship)
*AIV 3071 Kendal (Trident Class Supportship)
*AIV 3072 Rinax (Trident Class Supportship)
------------------------

--Nineteenth Battlegroup
*AIV 1019 Allegiance (Dromon Class Destroyer)
***25 Fury Squadrons
-----------------------
*AIV 2181 Crucible (Destiny Class Cruiser)
*AIV 2182 Stalker (Destiny Class Cruiser)
*AIV 2183 Thunderflare (Destiny Class Cruiser)
*AIV 2184 Cyclone (Destiny Class Cruiser)
*AIV 2185 Eranax (Destiny Class Cruiser)
*AIV 2186 Dominance (Destiny Class Cruiser)
*AIV 2187 Dominion (Destiny Class Cruiser)
*AIV 2188 Nanzai (Destiny Class Cruiser)
*AIV 2189 Talon (Destiny Class Cruiser)
*AIV 2190 Federation (Destiny Class Cruiser)
-----------------------
*AIV 3073 Devinal (Trident Class Supportship)
*AIV 3074 Arekai (Trident Class Supportship)
*AIV 3075 Untai (Trident Class Supportship)
*AIV 3076 Tikantal (Trident Class Supportship)
-----------------------

--Twentieth Battlegroup
*AIV 1020 Mystery (Dromon Class Destroyer)
***25 Fury Squadrons
----------------------
*AIV 2191 Fearless (Destiny Class Cruiser)
*AIV 2192 Hakar (Destiny Class Cruiser)
*AIV 2193 Helioi (Destiny Class Cruiser)
*AIV 2194 Sektor (Destiny Class Cruiser)
*AIV 2195 Sheil (Destiny Class Cruiser)
*AIV 2196 Void (Destiny Class Cruiser)
*AIV 2197 League (Destiny Class Cruiser)
*AIV 2198 Diamond (Destiny Class Cruiser)
*AIV 2199 Flare (Destiny Class Cruiser)
*AIV 2200 Eliss (Destiny Class Cruiser)
----------------------
*AIV 3077 Dragon (Trident Class Supportship)
*AIV 3078 Pyro (Trident Class Supportship)
*AIV 3079 Hunter (Trident Class Supportship)
*AIV 3080 Syrai (Trident Class Supportship)
----------------------

--Citadel Four
*AIV 4004 Citadel Four (Citadel Class Battlestation)
***100 Fury Squadrons
----------------------
---

Fifth Fleet
--Twenty-First Battlegroup
*AIV 1021 Fate's Shadow (Dromon Class Destroyer)
***25 Fury Squadrons
----------------------
*AIV 2201 Echo (Destiny Class Cruiser)
*AIV 2202 Inferno (Destiny Class Cruiser)
*AIV 2203 Empress (Destiny Class Cruiser)
*AIV 2204 Archer (Destiny Class Cruiser)
*AIV 2205 Hazari (Destiny Class Cruiser)
*AIV 2206 Inquirer (Destiny Class Cruiser)
*AIV 2207 Century (Destiny Class Cruiser)
*AIV 2208 Millenium (Destiny Class Cruiser)
*AIV 2209 Dryad (Destiny Class Cruiser)
*AIV 2210 Tai (Destiny Class Cruiser)
----------------------
*AIV 3081 Zoir (Trident Class Supportship)
*AIV 3082 Etanu (Trident Class Supportship)
*AIV 3083 Proxima (Trident Class Supportship)
*AIV 3084 Atnal (Trident Class Supportship)
----------------------

--Twenty-Second Battlegroup
*AIV 1022 Titan (Dromon Class Destroyer)
***25 Fury Squadrons
----------------------
*AIV 2211 Trial (Destiny Class Cruiser)
*AIV 2212 Devistation (Destiny Class Cruiser)
*AIV 2213 Challenger (Destiny Class Cruiser)
*AIV 2214 Invisible (Destiny Class Cruiser)
*AIV 2215 Huntress (Destiny Class Cruiser)
*AIV 2216 Liaria (Destiny Class Cruiser)
*AIV 2217 Ruinous (Destiny Class Cruiser)
*AIV 2218 Reliant (Destiny Class Cruiser)
*AIV 2219 Artifact (Destiny Class Cruiser)
*AIV 2220 Hurricane (Destiny Class Cruiser)
----------------------
*AIV 3085 Indomitable (Trident Class Supportship)
*AIV 3086 Minesweeper (Trident Class Supportship)
*AIV 3087 Ark (Trident Class Supportship)
*AIV 3088 Blue Star (Trident Class Supportship)
----------------------

--Twenty-Third Battlegroup
*AIV 1023 Emperor (Dromon Class Destroyer)
***25 Fury Squadrons
---------------------
*AIV 2221 Red Star (Destiny Class Cruiser)
*AIV 2222 Havok (Destiny Class Cruiser)
*AIV 2223 Keldai (Destiny Class Cruiser)
*AIV 2224 Skydiver (Destiny Class Cruiser)
*AIV 2225 Vestain (Destiny Class Cruiser)
*AIV 2226 Lance (Destiny Class Cruiser)
*AIV 2227 Centaurus (Destiny Class Cruiser)
*AIV 2228 Abstract (Destiny Class Cruiser)
*AIV 2229 Astral (Destiny Class Cruiser)
*AIV 2230 Assembly (Destiny Class Cruiser)
---------------------
*AIV 3089 Ambush (Trident Class Supportship)
*AIV 3090 White Star (Trident Class Supportship)
*AIV 3091 Teniki (Trident Class Supportship)
*AIV 3092 Extinguisher (Trident Class Supportship)
---------------------

--Twenty-Fourth Battlegroup
*AIV 1024 Shadow Fury (Dromon Class Destroyer)
***25 Fury Squadrons
---------------------
*AIV 2231 Dawn (Destiny Class Cruiser)
*AIV 2232 Endless (Destiny Class Cruiser)
*AIV 2233 Respect (Destiny Class Cruiser)
*AIV 2234 Forthright (Destiny Class Cruiser)
*AIV 2235 Monumental (Destiny Class Cruiser)
*AIV 2236 Convention (Destiny Class Cruiser)
*AIV 2237 Meridian (Destiny Class Cruiser)
*AIV 2238 Protege (Destiny Class Cruiser)
*AIV 2239 Melody (Destiny Class Cruiser)
*AIV 2240 Frontier (Destiny Class Cruiser)
---------------------
*AIV 3093 Spectator (Trident Class Supportship)
*AIV 3094 Ultimatum (Trident Class Supportship)
*AIV 3095 Athnatai (Trident Class Supportship)
*AIV 3096 Deathblow (Trident Class Supportship)
---------------------

--Twenty-Fifth Battlegroup
*AIV 1025 Messiah (Dromon Class Destroyer)
***25 Fury Squadrons
---------------------
*AIV 2241 Warlord (Destiny Class Cruiser)
*AIV 2242 Shrikan (Destiny Class Cruiser)
*AIV 2243 Harbringer (Destiny Class Cruiser)
*AIV 2244 Harpoon (Destiny Class Cruiser)
*AIV 2245 Ikaxai (Destiny Class Cruiser)
*AIV 2246 Evader (Destiny Class Cruiser)
*AIV 2247 Blade (Destiny Class Cruiser)
*AIV 2248 Chariot (Destiny Class Cruiser)
*AIV 2249 Perihelion (Destiny Class Cruiser)
*AIV 2250 Atlar (Destiny Class Cruiser)
---------------------
*AIV 3097 Inaxait (Trident Class Supportship)
*AIV 3098 Disruptor (Trident Class Supportship)
*AIV 3099 Tanat (Trident Class Supportship)
*AIV 3100 Assistance (Trident Class Supportship)
---------------------

--Citadel Five
*AIV 4005 Citadel Five (Citadel Class Battlestation)
***100 Fury Squadrons
---------------------
---


Total Imperial Fleet Size:
----154,675 ship personel
----928,050 shore personnel
----25 Dromon Destroyers
----250 Destiny Cruisers
----100 Trident Supportships
----1,125 Fighter Squadrons
----800 Messenger Shuttles
----5 Citadel Battlestations

Imperial Army Organization:

The Imperial Army consists of twenty-five Legions. Each of these Legions in turn consist of five Divisions.

Imperial Army
First Legion
--First Imperial Division
**1,000 Praetorian Palace Guard
--First Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Second Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--First Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Second Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--First Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Second Legion
--Third Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Fourth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Third Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Fourth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Second Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Third Legion
--Fifth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Sixth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Fifth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Sixth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Third Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Fourth Legion
--Seventh Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Eighth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Seventh Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Eighth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Fourth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Fifth Legion
--Ninth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Tenth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Ninth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Tenth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Fifth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Sixth Legion
--Eleventh Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twelfth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Eleventh Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twelfth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Sixth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Seventh Legion
--Thirteenth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Fourteenth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirteenth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Fourteenth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Seventh Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Eighth Legion
--Fifteenth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Sixteenth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Fifteenth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Sixteenth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Eighth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Ninth Legion
--Seventeenth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Eighteenth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Seventeenth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Eighteenth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Ninth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Tenth Legion
--Ninteenth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twentieth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Ninteenth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twentieth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Tenth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Eleventh Legion
--Twenty-First Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twenty-Second Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twenty-First Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twentieth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Eleventh Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Twelfth Legion
--Twenty-Third Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twenty-Fourth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twenty-Third Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twenty-Fourth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twelfth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Thirteenth Legion
--Twenty-Fifth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twenty-Sixth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twenty-Fifth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twenty-Sixth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Thirteenth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Fourteenth Legion
--Twenty-Seventh Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twenty-Eighth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twenty-Seventh Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twenty-Eighth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Fourteenth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Fifteenth Legion
--Twenty-Ninth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirtieth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Twenty-Ninth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Thirtieth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Fifteenth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Sixteenth Legion
--Thirty-First Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirty-Second Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirty-First Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Thirty-Second Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Sixteenth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Seventeenth Legion
--Thirty-Third Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirty-Fourth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirty-Third Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Thirty-Fourth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Seventeenth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Eighteenth Legion
--Thirty-Fifth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirty-Sixth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirty-Fifth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Thirty-Sixth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Eighteenth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Ninteenth Legion
--Thirty-Seventh Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirty-Eighth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirty-Seventh Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Thirty-Eighth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Nineteenth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Twentieth Legion
--Thirty-Ninth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Fortieth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Thirty-Ninth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Fortieth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twentieth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Twenty-First Legion
--Forty-First Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Forty-Second Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Forty-First Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Forty-Second Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twenty-First Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Twenty-Second Legion
--Forty-Third Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Forty-Fourth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Forty-Third Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Forty-Fourth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twenty-Second Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Twenty-Third Legion
--Forty-Fifth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Forty-Sixth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Forty-Fifth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Forty-Sixth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twenty-Third Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Twenty-Fourth Legion
--Forty-Seventh Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Forty-Eighth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Forty-Seventh Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Forty-Eighth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twenty-Fourth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------

Twenty-Fifth Legion
--Forty-Ninth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Fiftieth Armored Division
**1,100 Soldiers
**100 Cataphract Tanks
**100 Iris Transports
--Forty-Ninth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Fiftieth Infantry Division
**3,400 Soldiers
**50 Tempest Artillery Units
**100 Chariot Attack Craft
**250 Iris Transports
--Twenty-Fifth Air Division
**1,000 Soldiers
**5 Valkyrie Dropships

---------------------
---


Total Imperial Legion Size:
----251,000 Soldiers
----1,500,000 Support
----175,000 Iris Transports
----5,000 Caraphract Tanks
----5,000 Sentry Attack Craft
----25,000 Tempest Artillery Units
----125 Valkyrie Dropships
Last edited by Atlantean Peoples on Tue Apr 26, 2011 7:53 am, edited 34 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
Atlantis Factbook

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Atlantean Peoples
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Founded: Dec 25, 2009
Ex-Nation

Postby Atlantean Peoples » Sun Jan 03, 2010 2:46 pm

THE IMPERIAL NAVY

The Imperial Navy contains the remnants of the Atlantean Fleet, that which survived the Demon War and the resulting genocide of the Atlantean people. Though most of the older surviving ships have been decommissioned in order to build more of the newer lines of ships, the Trident uses the old hull design of the Odin class—and often is a refitted Odin.

Atlantean vessels use jump drives, forming a tunnel through two points of normal space to link through subspace—in effect creating a temporary wormhole. However, the courses must be calculated carefully—one false set of coordinates and the ship could jump into a planet.

—Destiny Class Cruiser—

In the late hours of the Demon War, years of Demon tech research came to a head with the creation of the AIV Destiny. A ship born of state-of-the-art Atlantean tech, salvaged Demon tech, and assorted Zoir tech, this chimera 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, and provided much-needed defense at Hope Station during the sixteen months of exile. Of these twelve ships, five survived the battle, though not their numbers are swelling even higher as they have become the mainstay of the modern Atlantean navy.

The Destiny class measures out to be around 250 meters in length, and 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 in an atmosphere due to air resistance. The class is best used in a group, to surround and outflank an enemy in a swarm formation. Other functions of the ship include escort for noncombat ships, and fire support for both the larger Dromon class and fighter wings.

Image

Length: 310 meters
Type: Escort
Maneuverability: High
Defenses:
--Reinforced Hull Armor
--Regenerative hull-hugging energy Shields
--Atlantean Cloaking Device
--Retractable Ablative Armor
Weaponry:
--9 x Standard Orichalic Beam Cannons
--15 x Anti-fighter Beam Cannons
--80 x Point-defense Flak Cannons
--40 x Orichalic High-pulse Cannons
--5 x Disruptor Cannons
Crew: 45
Assigned Marine Squad: 10
Number of Shuttles: 1


—Dromon Class Destroyer—

Designed around the same time as its smaller sister, the Dromon didn’t make it to production until after the resettlement. While the Destiny was designed for close-quarter dogfighting and escort, the Dromon was designed for close-range assault. It is not as maneuverable as the Destiny due to its much larger size, but it easily makes up for it with increased weaponry that defends every inch of its surface. While still small in the larger schemes of warfare in the galaxy, the Dromon is no less prepared at defending itself.

Image

Length: 2.1 kilometers
Type: Capital Ship
Maneuverability: Moderate
Defenses:
-- Reinforced Hull Armor
--Regenerative hull-hugging energy Shields
--Atlantean Cloaking Device
--Retractable Ablative Armor
Weaponry:
--9 Heavy Orichalic Beam Cannons
--25 x Standard Orichalic Beam Cannons
--50 x Anti-fighter Beam Cannons
--180 x Point-defense Flak Cannons
--120 x Orichalic High-pulse Cannons
--12 x Disruptor Cannons
Crew: 2,045
Assigned Marine Squad: 100
Fighter Squadrons: 25
Number of Shuttles: 5


—Trident Class Supportship—

The Trident is a reuse of an older warship type, the Odin class compact warship. Its thick hull and plentiful appearance as a derelict in former Atlantean space has made it the perfect candidate for reuse as the primary support ship of the fleet. It has a number of functions, including but not limited to; transporting and landing troops, fire support, blockade cruiser, cargo transport, starship tender, and even a compact carrier role as it carries with it two squadrons of fighters in times of war. In peacetime is mostly serves as a support ship, offering tender services when needed and generally keeping the fleet well-supplied.

Image

Length: 520 Meters
Type: Gunship
Maneuverability: Moderate
Defenses:
-- Reinforced Hull Armor
--Regenerative hull-hugging energy Shields
--Atlantean Cloaking Device
--Retractable Ablative Armor
Weaponry:
--12 x Standard Orichalic Beam Cannons
--25 x Anti-fighter Beam Cannons
--120 x Point-defense Flak Cannons
--70 x Orichalic High-pulse Cannons
--5 x Disruptor Cannons
Crew: 180
Assigned Marine Squad: 35
Number of Shuttles: 3
Max Capacity:
**One Army Division or
**Three million cubic meters of supplies or
**Fifty Fighter Squadrons


—Fury Class Starfighter—

The new all-purpose fightercraft for the Atlantean fleet, the Fury is an all-encompassing replacement for a multitude of old Atlantean fightercraft, as part of a larger effort to simplify the number of classes used, as well as an ongoing shift towards capital ship combat. They can be utilized both in space and in the atmosphere, and are mainly used for escort duties, precision strikes, and interception. Fighter pilots are advised to avoid larger targets as they do not have the capability to stand up to anything larger than a cargo ship.

Image

Length: 17 meters
Type: Space Superiority, Interceptor
Maneuverability: High
Defenses:
--Reinforced Hull
--Light Hull-hugging Shields
--Sensor jammer
Weaponry:
--6 Primary Gun Mounts
--2 Secondary Gun Mounts
Crew: 2 (max)


—Messenger Class Shuttlecraft—

The Messenger is a personal transport vessel, and a number are stocked on every starship. 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.

Image

Length: 40 meters
Type: Personal Transport
Maneuverability: Average
Defenses:
--Reinforced Hull
--Light Hull-hugging Shields
--Sensor Jammer
Weaponry:
--2 Primary Gun Mounts
--1 Rear Gun Mount
Crew: 6 (max)

--Citadel Class Battlestation--

The Citadel class has served Atlantis for over a century and a half, and continues to perform superbly. Heavily defended, the Citadel serves as a home base for the fleet as well as the primary shipyards of the navy, in addition to being a center of commerce and diplomacy.

Image

Height: 7 kilometers
Type: Starbase
Maneuverability: N/A
Defenses:
-- Reinforced Hull Armor
--Regenerative hull-hugging energy Shields
--Atlantean Cloaking Device
--Retractable Ablative Armor
Weaponry:
--18 x Heavy Orichalic Beam Cannons
--50 x Standard Orichalic Beam Cannons
--85 x Anti-fighter Beam Cannons
--270 x Point-defense Flak Cannons
--190 x Orichalic High-pulse Cannons
--22 x Disruptor Cannons
Crew: 12,160
Assigned Marine Squad: 2,000
Fighter Squadrons: 100
Number of Shuttles: 25


Atlantean Fleet 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 Cannons—

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 Cannons—

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 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 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 Cannons—

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 Cannons—

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.

—Shields—

Shields are standard on all vehicles larger than a speeder, 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.

—Ablative Armor—

The new toy in the Atlantean arsenal, courtesy of Demon technology breakthroughs. This kind of Ablative Armor is the fancy kind—the kind that extends and retracts plates of armor over the ship’s hull at will. While it causes the ship to forgo some of its maneuverability, it drastically adds to its defensive power.
Last edited by Atlantean Peoples on Mon Apr 25, 2011 8:44 pm, edited 17 times in total.
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Postby Atlantean Peoples » Sun Jan 03, 2010 4:51 pm

THE IMPERIAL ARMY

Long neglected in favor of the fleet (at some points ceasing to exist entirely), the army is making a comeback due to the downsizing of the fleet and a need for a second line of defense against foreign threats. Like the navy, they are a small self-defense force made up of a small professional core and supported by militia auxiliary forces—but do not underestimate them.

—The Atlantean Soldier—

Image

The basic infantry soldier in Atlantis is outfitted in full body armor, designed to protect the body. The type of suit is dependant on both the conditions the unit is in as well as the rank of the soldier. Lower ranked grunts get a very basic suit whos color is dependent on the surrounding environment (though the Praetorian Guard gets a navy suit), while higher ranked officers get more detailed (ie traditional glyphs and decoration, though it still works as camouflage) and well-made units. The suit can absorb hits and redistribute power as needed, as well as change colors to suit the surroundings. 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 types.

The basic soldier is also given access to a number of weapons. The most standard is the Orchalic rifle. Held much like any large gun, it discharges a pulse of Orchalic energy and is usually the first weapon handed to new recruits. There are many variants of the Orchalic rifle, many of which are used by more seasoned soldiers depending on both their unit and personal preference. Also issued to every soldier is a smaller Orchalic pistol, for use in self-defense or as a secondary weapon in case something happens to the rifle. Like the rifle, there are a number of various types and variants. Each soldier is also equipped with a collapsible Trident 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. A list of common and iconic weapons are as follows:

AIW-01D Guardian: Standard-issue rifle.
AIW-01DA Protector: Shorter and lighter variation of the 01D.
AIW-01DB Silencer: Sniper-rifle variation of the 01D.
AIW-02C Safeguard: Standard-issue handgun.
AIW-03F Assaulter: Machinegun-like Orichalic weapon.
AIW-03EA Annihilator: Sub-machinegun; smaller and lighter version of the defunct 03E.
AIW-04B Destroyer: Shoulder-launched anti-tank missile weapon.
AIW-06C1 Grenade: Standard-issue grenade.
AIW-05C Dragon: Standard grenade launcher.
AIW-06F Phoenix: Standard Mortar
AIW-07A Cyclops: Twin back-support mech heavy gun.
AIW-11G Scorpion: Standard-issue multipurpose knife.
[u]AIW-12B Legion:
Standard-issue Orichalic rapid-firing trident weapon.
AIW-13H Praetor: Praetorian Guard issue Orichalic rapid-firing trident weapon.
AIW-21A Legionary Shield: Power armor shield.


—Iris Class Transport—

The Iris is a workhorse of the army; scouting positions, ferrying troops and supplies from one location to another quickly, providing a quick cavalry to a beleaguered force, and even providing a good cover for a defending force.

Image

Length: 8 meters
Type: Scout/Transport
Crew: 2-3
Max Capacity: 10
Weaponry:
--1 x Orichalic Rapid pulsegun

—Chariot Class Light Attack Craft—

The Chariot is the smallest of the Atlantean war vehicles, used for quick swarm attacks on enemy positions, or to draw out enemy forces, much like cavalry in the old days. They can be a terror in urban combat.

Image

Length: 5 meters
Type: Light Assault Craft
Crew: 1
Weaponry:
--3 x Orichalic Rapid pulseguns


—Cataphract Class Battle Tank—

The mainstay of the Atlantean army is the Cataphract, a tank armed to the teeth, yet still capable of crossing most terrain quickly. Its main battle role is support of the infantry, providing a solid core for advance and fire support as needed; as well as a ‘shock and awe’ assault.

Image

Length: 13 meters
Type: Assault/armor
Crew: 3
Weaponry:
--1 x Orchalic Beam Cannon
--8 x Orichalic Pulse Turrets


—Tempest Class Support Artillery—

The sister to the Cataphract, the Tempest is more then it seems. It was designed to be a chimera of different beasts; an artillery weapon, a tank destroyer, and even an anti-aircraft turret. Because of this, the Tempest has two modes; a normal mobile tank-destroyer mode that can move even more quickly then the Cataphract; and a second stationary turret mode where it sacrifices mobility to gain increased firepower, better for both anti-aircraft operations and sustained artillery support. While the Tempest is by no means the best at any of its abilities, it is a worthy ‘jack of all trades’ much needed by the fledgling Atlantean army. The guns of the Tempest can be quickly switched out for other types, giving it surprising adaptability for the situation.

Image

Length: 10 meters
Type: Anti-Armor-Fighter/Artillery Support
Crew: 2
Weaponry:
--2 x Quick-Pulse Beam Cannons
--5 x Orchalic Pulse Turrets


—Valkyrie Armored Military Dropship—[b]

The Valkyrie’s purpose is twofold. 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 and limited shields, it is a menace on the battlefield.

Image

[b]Length:
50 meters (unfolded)
Type: Dropship
Crew: 3 (max)
Max Capacity: 500 troops and/or 10 larger units
Weaponry:
--4 x Light Orichalic Beam Cannons
--15 x Orichalic High-pulse Turrets
Last edited by Atlantean Peoples on Mon Apr 25, 2011 9:06 pm, edited 12 times in total.
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Postby Atlantean Peoples » Sun Jan 03, 2010 7:42 pm

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.

Recently, Atlantis has begun to wake from its slumber, and has ended its isolation.
Last edited by Atlantean Peoples on Mon Apr 25, 2011 9:07 pm, edited 22 times in total.
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Postby Atlantean Peoples » Tue Mar 09, 2010 7:05 pm

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.

Current High Council Members:
Grand Patriarch: Xolith of the House of Aethian
Urean of the House of Aseir
Innan of the House of Ida
Ehetal of the House of Oshin
Toranith of the House of Xonal
Mayu of the House of Eron
Yuroal of the House of Aknai
Ainai of the House of Adhara
Sherin of the House of Tepeilhu
Yeral of the House of Topoc
Nerith of the House of Kinsh
Ikita of the House of Neriea

Religious Ceremonies and Organization

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 effected. 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.

Religious 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.
----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 occures 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 solomn 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 solumn 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 each one having been adopted by a corresponding Terran one, depending on which colony worshiped which pantheon and where. 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.

Holy 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.

The 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.

----------

—Other Faiths—

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.
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Postby Atlantean Peoples » Tue Mar 09, 2010 7:05 pm

ATLANTEAN CALENDAR

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).
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Postby Atlantean Peoples » Wed Mar 10, 2010 6:03 pm

LANGUAGE AND NUMBER SYSTEMS

Image

Language

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.

Numerals

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 every day use, though the Atlantean system remains active in traditional areas, such as worship and the old calendar.
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Postby Atlantean Peoples » Mon Aug 09, 2010 7:54 pm

SOCIAL CULTURE

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.

In the city, the Forum is the center of life, with many located across each city, effectively dividing up the city into several sectors. The Forum is the main business and commercial activity of a sector and of the city in general. In the smaller rural settlements, Forums still exist and are the center of the towns, but are far smaller. Life in the farming towns tend to be more traditional and slow-paced, bending to the various regional sub-cultures within Atlantean society, harkening back to some Atlantean’s desire for simplicity.

Pets are common; cats and dogs are prime choices, as are the famous red-colored Phoenix falcons, and fish (or other small aquatic animals, such as silver swimmers and trilobytes). However, some Atlanteans prefer a more exotic touch, and some have tamed Raptors to ride as horses. The Empress currently has a Dragon named Tanis, a gift from one of her former benefactors; Im Ktmma. Livestock is just as diverse. Aurochs are the cattle of choice, and pigs, chicken, and sheep are common sights.

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 eight 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 eight years of study from its own academy, requiring 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.

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.

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.

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.

Popular Media

Religious and mythological texts aside, most of Atlantis’s older pre-Zoir books and plays have been lost. As such, Atlantean literature, and by proxy television and film, has been heavily influenced by Terran styles over the years with Atlantis eventually settling on a somewhat western style of storytelling. Despite the near-apocalypse of the Demon war, with life beginning to return to normal, new film and TV industries have begun to spring back up. Popular genres include historical fiction that idolizes Atlantis, survivor-style reality TV, mystery, comedy, and general drama/romance. Other genres have become more popular in part due to the aftereffects of the war. These include comic book style superheroes and horror, ranging from slasher to full-on Lovecraftian cosmic horror.

Traditional plays are usually a common sight during religious festivals, usually 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. They are usually performed in coliseums.

Music is a very regional thing in Atlantis, with bands usually sticking to their own cities, though there has been some cross-promotion. Like literature, 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 Ooron. Various types of horns were also known to be used, but were far less common.

Sport

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. They are played in Atlantean coliseums. 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.

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 blue tunics, dresses, robes, skirts, midriffs, and pants (with variations depending on the climate) with striking red and yellow accents. 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.

Crime and Law Enforcement

Law enforcement is the job of the local state militia, which keeps at least one division active at any given time. 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.

Superstition

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.
Last edited by Atlantean Peoples on Mon Apr 25, 2011 9:11 pm, edited 5 times in total.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
Atlantis Factbook

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---Atlantis
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Postby ---Atlantis » Mon Aug 09, 2010 8:44 pm

A Atlantis of the Future!, my people would see you as gods. nice Fact book.

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Postby The Ben Boys » Sun Aug 15, 2010 4:03 pm

Nice, great organization.


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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Postby Atlantean Peoples » Mon Apr 25, 2011 10:13 pm

SELECTED BIOS

Empress Atlantia X of the House of Iren (Athena)

Empress Atlantia was born to Emperor Naul and Empress Axna thirteen thousand years ago. She grew up during the final years of the Zoir war, and in the final battle was placed aboard one of the escape colony ships. While her ship was disabled and never left the system, it remained in orbit of the dead world for thousands of years, with Atlantia in cryogenic freeze, her section of the ship remaining active by sheer miracle. She was discovered by the AIV Olympia during the beginning of excavations of the area. She was placed under their care, learning the changes to the language, to society, and was given a field promotion of ensign, allowing her to employ herself in the Olympia’s marine detachment. She remained there for a few years, not revealing her true identity as the crown princess of the Federation.

This all changed with the second Atlantean Civil War. With the country coming apart at the seams, Atlantia revealed who she was, with accompanying proof from the destroyed homeworld itself. With this proof, she (and the Olympia) sided with the remains of the Senate which had been largely assassinated at the start of the war. Once the war was over, she took her place as Empress at the behest of Admiral Vega, in order to save her people.

A few years later she met Im Kmmta, who changed her life forever. Formally devout in her faith, Im lifted the blinds and showed her the truth of the Atlantean gods, and how they were involved in the Demon War. Worse, she could never tell anyone. This, combined with the destruction of the Atlantean nation sent Atlantia spiraling into severe dejected depression, everything in her life shattering before her eyes. She allowed the surviving military leaders to take control until Im came for her, the events culminating in a coup where Atlantia came out on top.

Now Atlantia has sent her people back to the Ithika system. Fifteen years after the war, she is rebuilding herself as well, as well as her faith in the universe.

The qualities in Atlantia are not so common in politicians and leaders. She is selfless almost to a fault, and the burden of her people weighs heavily on her. She is also, paradoxically both a pushover and has resolve of utter steel, all depending on how stable her faith is at the time, and how well she is versed in the topic of discussion. She has a very strong sense of right and wrong, but at the same time will never be true leader material though she tries her best. Despite her life being one disaster for her people after another, she is still caring and kindhearted, though she has become very weary and somewhat disillusioned with life. Atlantia is somewhat hesitant about choosing a new system of faith considering what happened last time, but she definitely believes someone --or something-- is out there.

Tanis

Tanis is a sentient dragon, given to Atlantia as a gift by Im. Both are linked by a special implants also provided by Im. Tanis is somewhat impatient, countering Atlantia’s occasional indecisiveness. She is also quite the cynic, to counter Atlantia’s idealism.

Grand Admiral Sid of the House of Iknar

Sid is the son of ex-Admiral Koth, the former Rear Admiral that led the attempted coup against Atlantia just prior to the battle of Hope Station. His father and he never saw eye to eye, especially with Sid’s rebel streak as a teen. The two eventually parted ways, not speaking to each other until Sid became employed by the military at the behest of Admiral Vega, Sid’s mentor. At that point, the occasional conversation became unavoidable.

Vega put Sid under his wing because he saw much of himself in Sid when he was younger. Sid was placed into a special ‘off the books’ project, codenamed ‘Power Ranger’. Sid was given the position of squad leader, and the red morpher of the prototype retractable heavy infantry battle armor. From there, Sid served until the end of the Demon War, at which point the surviving team members were assigned to the AIV Destiny by sheer necessity (they had been aboard during the battle for Cirrus). Sid commanded the Destiny until the resettlement, at which point he was directly promoted by Atlantia to the position of Grand Admiral, the only one in the fleet at this time.

Sid is mischievous and fun-loving, almost too much. One either loves him or hates him for his sometimes reckless behavior. However, when the job needs doing, Sid casts aside the light-hearted behavior and arrogance and replaces it with an almost supernatural grip on tactics and strategy. He prefers to fight and plan as needed, rather then having a plan beforehand. He has a sore spot with his father, and the two still do not talk even though Koth lies in prison. He does however, have a close relationship with the Empress. Perhaps too close…

Grand General K’tar

K’tar is an Anubite, and current leader of the entire Imperial Army. He is a third generation Anubite, born naturally. Due to his family’s tradition in the military, K’tar joined up as well.

K’tar has a very rough personality, antagonistic until you get to know him. Despite this, he is fanatically loyal to both his government all that serve under him. He and Sid work together closely by nature of the job, and while they do not always see eye to eye or even like each other very much, they do respect each other deeply. Bickering is common between the two, usually leading to one trying to eat the other.

Grand Consul Adan of the House of Theian

Adan is a man of contradictions. A nominal Democratic Socialist, it’s said by his critics that Adan is only loyal to himself, willing to shift his so-called beliefs as needed to get the vote, and has been accused of underhanded Byzantine tactics. This, combined with his charming charismatic personality makes it no surprise that Adan is so good at playing the game of politics. He regularly butts heads with Ishan, who considers him to be nothing more then a snake. That said, Adan is one of the Empress’s most steadfast allies, and is responsible for pushing through the Senate a number of laws and acts based on pure charisma alone.

Grand Consul Ishan of the House of Sherai

Ishan is an orderly by-the-books sort of woman, needing a detailed plan before she can jump into anything. Risks are a no-no, and can only lead to ruin. Her relationship with the Empress is lukewarm at best, as Ishan considers Atlantia’s temporary retirements in the last days of the war to be ‘childish and pathetic; a fit of pouting that only lead to more bloodshed’. She is affiliated with the Imperalist political party, and if she had her way, her ultimate goals would be to make Atlantis a galactic power to be feared once more.

Grand Patriarch Xolith of the House of Aethian

Xolith is a holy man. An older man, Xolith is of the dying old order of things. He makes his disgust of the Empress and what he perceives as the moral decay of Atlantis fairly clear. He is against the Empress due to her secular policies, blocking religious power in the government, and considers the war and the resulting genocide to be the punishment from the gods, angry at Atlantis’s Empress and blatant political corruption.

Xolith is desperately trying to keep his religion alive, though that effort is probably futile as his fundamentalist policies are making him unpopular with even the mainline congregations. For all his faults though, Xolith is indeed a holy man, and pours what he can into charities. Despite his bad relationship with the Empress, he did support her rebuilding policies during the dark days following the war. People who know him consider him to be a cranky, disillusioned old man, but more kind-hearted when you get to know him, and second to none in his devoutness to his craft.
Formerly Atlantian Outcasts. Member of NS since 05/15/2003
Current IC population: 250 million. Tech level: FT
Atlantis Factbook


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