El!
El has been with the site for nearly two years now and has continued to prove her value. Currently, she is heading up our site event, Battle for Liberterram, on top of keeping up with her own personal plots.
CHARACTER
SPOTLIGHT
Peggy Carter!
Lux's posts are all wonderful to read. She has done a wonderful job of grasping the new universe and incorporating Peggy into it.
CHARACTER
SPOTLIGHT
Peter Parker!
It's good to see Spidey back on the site. Watching him deal with the universe shift in his own snarky way has been nothing short of entertaining.
THREAD
SPOTLIGHT
Eight O'Clock on the Dot!
El and Lux are making magic in this thread. Straight up fireworks, and the way they've played with drawing out the reveal is top class.
(Please note, that as an insular society, Atlantean history, culture and the like is not that well known. Most of this subject matter is not common knowledge, history especially. Therefore, only Atlanteans, Lemurians or Barbarians/Free Peoples have reason to know most of this information. What is known about Atlantis is primarily from World War II and onward.)
(El has taken extreme liberties with Atlantis/Atlantean culture as the source material is lacking or counter-intuitive, and almost all of this is her original content.)
Links to section later.
History
~18,000 BCE Atlantis falls
Atlantis, the floating and legendary city, widely considered one of the greatest and most advanced civilizations of all time, is toppled amidst civil strife. The city crashes into the sea off the coast of Antarctica, leaving its marvels untouched for time beyond measure.
~10,000-8,000 BCE Some homo-mermani welcome visitors
A Proto Homo-Mermanus settlement sends out scouts to investigate great metal that rocked the seas nearby. They make contact with Svartalfar survivors amidst the wreckage of the Reaver. The survivors are few in number, only those that survived the initial crash and were adept enough with magic to form protective barriers from the pressure and cycle air from the sea are there to meet the homo-mermani, who welcome them into their home. Breeding between the peoples occurs. There exists a small number of those who still have genetic links to the svartalfar today.
~6,000 to ~3,500 BCE Atlantis is founded, Lemuria forms, and conflict between the two nations shapes the Free Peoples
Poseidon, Greek God of the Sea, approaches one of the largest settlements of homo-mermanus and chooses from them a citizen named Kamuu, who he deems "worthy" of his favor. Surprisingly, it is not given to the established leadership. From there, he rallies nearby settlements and tribes and spurs the amalgamation toward the city of Atlantis. He charges them with putting use to the ruins, revitalizing them, making the technology work again, and names Kamuu Lord of the Seven Seas. Kamuu is to unify all homo-mermanus under the authority of Atlantis and Poseidon.
The task is challenging. While none of the homo-mermani gathered directly by His hand would dare oppose Poseidon, few outsiders believe in the missive. This eventually leads to the creation of the Trident, adamantium-alloyed artifact that wields many powers as mark of Poseidon's favor. This helps, but the process is slow and takes nearly a millennia due to the size of the ocean.
In the thousand years, the god Set gathers His own forces loyal to Him and forges the Serpent's Crown, which is given to His High Priest(ess) for safe-keeping as a mark of His favor and a bridge to Him. The area with the greatest number of His followers is known as Lemuria, and is founded on the ruins of a similarly ancient city.
The larger Kingdom, Atlantis manages to envelop and eventually consume Lemuria. Though most eventually adapt to their new culture, resistance remains. Still feeling it is their destiny to control the seven seas in the name of their god, Atlantis brutally quashes resistance, which only creates more resistance still. After a few hundred years in the fold, the Lemurians revolt and call upon black magics courtesy of their deity that result in the formation of the Mariana Trench. Tens of thousands of Atlanteans die.
Many more Atlantean soldiers, fatigued by the ongoing rebellion and war, rally and claim territories at the farthest points of the ocean from the Capitol. Weak from the war and crippling loss, Atlantis is unable to combat Lemuria and the rebel states, and rolls back the active occupation of some of its territories.
Lemuria becomes an actual nation and expands its holdings. The rebel states take no active system of governance, but seem to be ruled by militaristic power. The patron deity of these states quickly becomes Ares, who provides them with protection for the defiance of Poseidon's will and the betrayal of His kingdom. They become known as the Barbarians, though they call themselves the Free Peoples.
~2,500 to ~2,000 BCE Trade with the Mediterranean occurs, and conflict with Lemuria is renewed, Atlantis finds an ally in Asgard
Atlantis establishes trade with the Mediterranean, who venerate many of the same gods, but trade is fleeting. After only four years, relations with the surface fall apart when Queen Shara's eight year old son, the crown Prince Terek goes missing. An investigation finds that the boy stowed away on a vessel bound for the Mediterranean, a vessel that went missing before it reached port. Divination reveals that the ship was seized by Set-loyal Egyptian forces, and Terek no more.
Stricken mad with grief, Queen Shara renews open warfare with Lemuria and withdraws trade posts with the surfacers. But the four years prove enough to sew tales of Atlantis across the region. Some artifacts and bits of technology survive, and may still exist in the region or in the hands of private collectors.
Word reaches Asgard of Atlantis' ongoing conflict with Lemuria. No friends of Set, Borr, King of Asgard decides to aid the Atlanteans through the trade of resources and information. An ongoing alliance is formed, and for the next five-hundred years, trade and contact between the groups persists. Lemuria's iron-grip on the Pacific ocean is rolled back, until they only hold half of it. The expansion of Atlantean territory is exhausting, however, and eventually a treaty is struck between Atlantis and Lemuria. Lemuria holds the same borders for the next thousand years until new conflict emerges.
~1,000 BCE Atlantis goes to war with the Barbarians, employs fel magic to its advantage, cripples an opportunistic Lemuria and enters a 'Golden Age'
An expansionist King named Feron seeks to recapture the glory of Atlantis during the peak of its power. He declares war on the Free Peoples whose borders have gradually been expanding in areas with little to no population. A heavily militaristic people, the Barbarians prove themselves to be more than capable. What was originally slated to be a war that would last little more than a couple years becomes decades long. Casualties on both sides reach the high thousands, but Atlantis' continual ability to supply its troops with food begins to give them the advantage.
Before the war can be ended, the Lemurians attack a busy and battle-fatigued Atlantis with tremendous success. Entire settlements are swallowed whole, and the Lemurian borders expand thirty percent in as little as two weeks. Unable to cope with a battle on two fronts, Feron calls upon the powers of one of his most powerful sorcerers, a witch named Qelaris, who was said to have been the daughter of Hecate. Working black magics, Qelaris bound the bloodline of the barbarian leader Xerun to Feron's life. For as long as the spell was maintained, if Feron died, so too did Xerun and every member of his family.
Left with no choice, the conflict came to an end. Both Barbarian and Atlantean soldier fought alongside one another to force back the Lemurians. With two armies working against Lemuria, the Kingdom of Set is left in ruin. The Capitol is destroyed and the Serpent's Crown is lost. A new treaty takes place, as Atlantis is unable to maintain extended occupation with its fatigued forces. This begins a long-standing cold war with the crippled nation of Lemuria.
With Lemuria fought to a standstill, the Barbarian nations expect their release and an honorable end of conflict. Instead, the elderly Feron bides his time and asks Qelaris to bind the lives of Xerun and his line to various crustaceans. The deed is done, and Feron waits for Atlantis to recover. Though it cannot maintain the massive territories of a populated Lemuria, it can easily maintain the territories of the Barbarians.
After five years of a tentatively peaceful agreement with the Barbarians, Feron kills the creatures whose lives are bound to Xerun and his line, and move on the Barbarian territories. Seventy-percent of the Barbarian territories are claimed for Atlantis. Feron becomes known as 'the Caitiff' to the Barbarians and cements the perception amongst the Free Peoples that Atlanteans are cowardly, opportunistic, and rely heavily on magic. A reputation that only worsens when Qelaris is named heir of Feron.
The decision is met with controversy as Feron had three children from his line, but she goes unchallenged. Though Qelaris claims the throne under unusual circumstances that some suspect were the conditions for her aid of Feron, Qelaris proves a queen as powerful as she is savvy. This establishes the precedence that the monarchs may name anyone as their successor.
Eventually, Qelaris' and Feron's line intermarry.
1 to 410 CE Politics cause the Greek Pantheon to alienate its followers
For roughly four centuries, the Greek Pantheon finds itself paralyzed with in-fighting. Zeus makes an unprecedented grab for power and the other deities oppose Him, resulting in little to no presence on earth for an extended period. When the Greeks return, Rome has all but abandoned them. Many Gods choose to back the Barbarians that later sack Rome, but the gamble doesn't pay off. Rather than maintain Rome, the Barbarians plunge the continent into a dark age and do not back the continued worship of the Pantheon. Worship exists in pockets, but continues to dwindle, and the deities are weakened considerably compared to the power they once held. More in-fighting occurs. Appearances of the deities on earth become less and less, until Atlantis sees the majority of the Greek pantheon's appearances.
1915-1916 CE The current King is made from unusual circumstances
The first human-Atlantean hybrid is conceived as the result of an affair between the Princess Fen and the American human Captain Leonard McKenzie. Captain McKenzie does not live long enough to find that his paramour is pregnant. When the Princess Fen gives birth on February 22nd, 1916, the birth of her son Namor is met with controversy. He looks more human than Atlantean and is called "the Pale Crab".
1942-1945 CE The royal family is killed, and Atlantis goes to war
A depth-charge over the Capitol destroys the Palace and results in the death of Emperor Thakorr and the Princess Fen. Namor is forced to seize power and declares war on the surface. While the war is encouraged, many are reluctant to see a half-human take the throne. Eventually Namor's aggressions are channeled by a human named Betty Dean, who convinces him to attack the Axis Powers at align himself with the Allied Forces. Later he becomes a part of a World War II force known as the Invaders.
In 1944, Namor marries Betty Dean. The decision shocks Atlantis and furthers contempt for his reign, though eventually the kingdom warms to her and their young King.
When the war is concluded, Atlantean forces return to their respective homes. Namor continues engaging in trade and diplomatic activity with the surface, going so far as to send out diplomats, ambassadors and found a company to further some of his goals. This is largely considered a waste of time by Atlanteans, for even as their opinion of their new King and Queen improves, their opinion of surfacers continues to lessen as pollution and overfishing increase.
1979 CE A queen dies, and Atlantis invades
Betty Dean dies. The Kingdom of Atlantis goes into mourning for the passing of the queen they came to love and respect. Only three months later, the Ixtoc Oil Spill happens, resulting in the death of thousands of Atlanteans and the destruction of countless numbers of marine animals. Namor invades the surface and keeps the war going for a year strong, claiming large swathes of territory. Eventually, through diplomatic activities of Betty's surviving sister, the invasion is ended.
Namor and Atlantis refuse to return the Falkland Islands, French Southern and Antarctic Lands, and South Georgia and the South Sandwich Islands.
2012 CE A new alliance topside
After the Chitauri Invasion of New York, Atlantis becomes an ally to SHIELD and pledges ten-thousand of its troops to aid the surface in the event of another Chitauri attack.
2015 CE
April 19th, 2015 Genetic experimentation is exposed
After one of his citizens escapes, Namor learns of a facility in Los Angeles that has abducted and experimented on his people. Distraught, the King moves to destroy the facility and all of the humans inside. His investigation after the fact provides little in way of information, as the facility is owned by a shell corporation.
July 15th, 2015 An unparalleled and well-coordinated attack on the Capitol of Atlantis takes place
While having a casual luncheon on the surface, Namor is dosed with a semi-functional version of the Cure for Atlantean mutants. Though it is not even close to perfected, it is functional enough to strip him of his abilities for three days.
Inside of the same period of time, the Capitol is attacked by the forces of the largest of the Barbarian tribes and Lemuria. Through a combination of treachery and infiltration, the automated defenses along the wall are compromised, and only half are functional. Similarly, the golden barrier that envelops the city has been strategically unwoven in places, granting access to the highest level of Atlantis, where the watchtowers and palace reside. Llyra, the High Priestess and Queen of Lemuria, Attuma, the Warlord-Leader of the Barbarians, and a third party known as Kamar enter the Courtyard of the Palace with thirty of their most elite soldiers.
Overwhelmed by the unexpected attack, Lady Dorma organizes the defenses of the Palace. Lady Dorma's rallying of the guard and her own spies and sorcerers proves enough to neutralize many of the enemy's elite, and she is able to land a palpable hit on Llyra. Untrusting of Llyra, Attuma betrays the alliance between the Lemurians and the Barbarians and grievously injures the High Priestess. In the midst of all of this chaos, Kamar and his elite slip inside of the Palace, unnoticed.
At the same time, Aquaria bolsters the Atlantean troops and attacks the massive army beyond the wall. Aquaria is able to neutralize two Mutate Creatures the enemies had in their ploy, and concentrates enemy fire long enough for several of the turrets to be repaired. Word soon reaches Aquaria of the attack on the Palace and she falls back to aid her cousin.
Aquaria's arrival to the Courtyard earns the focus of Attuma, and it seems the two are slated to fight. While his attentions are elsewhere, Attuma is flanked by the human guest of Namor, Victoria Matthews, who electrocutes the Warlord so severely that he and his men are forced to retreat.
There is a four hour lull in the aggressions while the enemies regroup and collect themselves, save for the constant fight beyond the wall. The barrier around the eastern wall is weakened, and some enemy forces manage to get inside the city and kill more Atlantean soldiers and residents. In this lull, the recovered Llyra gets access to the Vault where many civilians and government officials for Atlantis have been placed for safety. She separates out the Council of Elders, who she gives to Kamar, knowing that they can name Kamar King and strip Namor's control of the Trident.
Kamar takes the Council to the Throne Room and kills one member to force the others to cooperate.
Lady Dorma and Victoria hear news of the Vault's failure to comply with the hourly all clear check-in. Dorma gathers what forces she can and marches on the Vault after sending word to Aquaria. Once inside the Vault, she is greeted with an illusion that makes the Lemurian ambush easy. Many of the Atlantean guard are killed, and when the Lemurians are finally dispatched, Llyra drops the illusion, revealing that she has bound the civilians in magic and is holding them as hostage. After a brief exchange, Dorma uses her ability with illusion to craft a very careful glamour and gets the jump on Llyra which forces her hold on the civilians to slip. Both Dorma and Victoria exploit this, and Llyra is rendered unconscious before she is dragged into the shadows by her master Set.
Aquaria, patrolling the Palace for enemy soldiers, is attacked by Attuma after learning from a messenger than the Vaults have been infiltrated. The two engage in one-on-one combat, where she learns that the Barbarians had no idea that Namor would be on the surface while the attack happened. He also theorizes the reason for the attack on the Vaults. After heavy combat and grievous injuries on both sides, Attuma retreats and leaves Aquaria to find the Council of Elders.
In this time, the depowered Namor arrives, courtesy of Clint Barton and a SHIELD prototype jet. Using the Trident, he assaults many enemy troops and makes his way to the Palace, where he feels his hold on the Trident slip. Knowing that the ritual can only be performed in the Throne room, he meets Kamar head on, and forces him back long enough for the Council of Elders to retreat. In this time he notices an unusual family resemblance between himself and Kamar, who alleges that Namor is his Father.
The two battle, and though the power of the Trident is great, Kamar's mutant abilities prove too much. Before he can fall, Aquaria attacks Kamar and weakens him. Weakened herself, however, Aquaria collapses and leaves an enraged Namor to dispatch his son. Using the hydrokinetic abilities of the trident, Namor rips out Kamar's gills and skewers him with the adamantium prongs.
With Attuma's forces on full retreat, Namor organizes an attack on the lingering Lemurian forces and begins to extract the dead and dying from the rubble and assesses damage, all the while formulating counter-attacks.
July to November 2015 War rages with the Barbarians and Lemurians and another enemy appears
The Atlantean forces roll back the Barbarians to the very farthest edges of the ocean, and fight Lemuria, which is in disarray as their High Priestess and Queen, Llyra is still missing. After months of fevered warfare, Atlantis not only topples Lemuria, but holds the territory and claims it as its own. Lemurians that do not bend the knee and swear allegiance to Atlantis are killed. November 22nd marks the full defeat of Lemuria. Once the city is conquered, Namor has access to Llyra's private chambers where he learns that she and the Babarians were not alone in their plot. The surface nation known as Triji played an integral role as well.
Two years prior, Triji's stagnant economy had them approach Namor for approval on offshore drilling. Namor refused, earning the ire of the Trijian officials. In turn, these officials were approached by Llyra and told that they would be granted the permits if they helped create a cure for Namor and attacked him while he was on the surface. The deal was struck.
Enraged at the revelation of new information, Namor's attention turns topside.
November 26th, 2015 An ultimatum is given
After months away from the public eye and even his company, Namor addresses the UN. He divulges the situation in full and tells Triji of his intent to go to war. War can be negated, however, if those complicit in the arrangement turn themselves over for trial in Atlantean courts. They are given thirty-six hours to comply.
November 30th The beginning of aggressions with Triji
For the last eight-thousand years, the Atlanteans have worshipped the Greek Pantheon. Given that their deities have had a noticeable, obvious impact on their history and are physical beings that can be interacted with, Atlanteans have a difficult time understanding a lot of modern surface religion, which hinges on non-falsifiable theories. Similarly, they do not believe in the existence of all pagan deities as actual deities--the fact that the Norse gods age and die is proof to the Atlanteans that they are no gods at all.
They do acknowledge the Egyptian gods, as their history is saturated with opposition to the deity known as Set.
The Triumvirate
Though Zeus is the head of the Greek Pantheon, He is not only not the patron deity of Atlantis, but He is one of the least actively worshipped in Atlantis. Instead, it is His brother, Poseidon who is the chief deity in Atlantis, for His impact on the environment they live in, and His active role throughout Atlantean history. In every Atlantean settlement there is at least one shrine or temple to Poseidon, with the largest temple being in the Capitol.
The second most actively worshipped deity in Atlantis is Athena. Athena embodies not only the Atlantean love of knowledge and higher education, but the art of higher warfare, which the Atlanteans try and adhere to. Given the conflict between Athena and Poseidon, the two have a rather tense treaty and mutual admiration and devotion to Atlantis. Athena's main temple was originally in Maritanis, but after the earthquake leveled the city, the main temple has been switched to Deluvia. The second largest temple is also in the Capitol.
The third most actively worshipped deity in Atlantis is Hecate. Hecate is a triple-crown Goddess with links to travel, death and magic. It is for Her role with magic that She is primarily worshipped, since so much of Atlantis' culture developed from or relies on magic. Travel, though, is considered extremely important as well given the size of Atlantis and the massive distances that need to be crossed. Hecate's main temple is in Nautikon, with the second largest being in the Capitol.
Each member of the Triumvirate boasts an especially spectacular festival sometime during the year.
The Second Tier
Hephaestus is nearly as worshipped as the members of the Triumvirate because of Atlantis' close connection to technology and love of crafted works, particularly stone. Their dependence on heat and specialized volcanic forges for the generation of rare metal works for certain types of technology and jewelry also gives them a greater appreciation of Him.
Apollo is also nearly as worshipped as the members of the Triumvirate, and given His glut of purviews, it is not difficult to see why. Atlantis' reveres Him because of His association with the arts, which permeate their culture on every level. Similarly, His connection to Truth, Prophecy and Health make Him a natural choice.
Though not as heavily worshipped as Her brother, Artemis is still one of the more widely worshipped deities in Atlantis. A primarily carnivorous people, the Atlanteans associate Artemis' purview of the 'Hunt' as being connected to their fishing practices as much as Poseidon is.
Piety and Practices
As a whole, with the exception of Lemuria, homo-mermanus only venerates the Greek Pantheon.
Religion is not as it is in many parts of the surface world. There is no weekly Church, Temple or Mosque attendance. Instead, the religion is more interactive, favoring the use of festivals. When one attends a shrine or a temple, it is to make sacrifices to honor the Gods and pray on their own merit in a holy house, or to ask the priest of priestess to pray for them.
Sacrifices are rarely living, and when they are, it is usually of small beasts. Instead jewelry, baubles, wine, oils, dyes or the choice parts of food are typically given. These sacrifices may be made inside of one’s own home and set aside on an altar, done at a shrine, or at a temple. Temples and shrines are more commonly utilized for more significant prayers.
As on the surface, the zealousness of belief varies from individual to individual. There are some lip-service worshippers who only make the minimum amount of sacrifices and charitable givings to the Gods, who are otherwise content to go about their daily lives, with only minimal thought to their religion. Most Atlanteans are more moderate in their belief and pray infrequently and propitiate appropriately, attending most of the more major religious festivals. Some are more actively spiritual, praying daily, propitiating regularly, and attending nearly all of the festivals and days of reverence.
What is exceedingly uncommon and met with controversy are those that choose to refrain from belief. Some theorize that their deities are not deities at all, and are instead individuals of a superior race with unique abilities. While this thought in and of itself is only moderately controversial, the refusal to venerate those that have impacted Atlantean society and history is deeply offensive.
The Atlanteans do not believe in proselytizing--the truth of their Gods is obvious, and if others don't want to worship them, they are welcome to their own folly.
(As cultural elements on Atlantis are especially lacking, some of these elements have been extrapolated from comics, some derived from Ancient Roman/Greek culture, some from mythological Atlantis, and a bit from my brain)
Major Culture
The Three Pillars
Self-Awareness One of the great purposes of life is to know yourself as you are, to be aware of fault and flaw, strength and virtue, interest and passion. You must know yourself because few if any will know you in your entirety. And once you are aware of yourself, be true to yourself. Do not waste your time on posturing and pretense, represent yourself as you are to others and yourself. Only a weak, ignorant or treacherous man lies, and it is an especially cowardly character that lies to himself. Once you know yourself, take pride in what it is that you've accomplished, and what you are skilled at.
Perseverance If you are unhappy with yourself, your skills or talent, it is your job to better yourself, as no one else will do it for you. As you are aware of your shortcomings, challenge yourself. Burden yourself with tasks beyond your skill until you improve. Pursue your interests and shape yourself with passion and dedication. Remember that experience is a good teacher, but defeat is the best teacher. When you fail, pick yourself back up and keep at it.
Recognition Recognize the accomplishments of others. Respect them if they've earned it through deeds and merit, and acknowledge when someone is your better if they truly are. After all, your better may be able to teach you and help you improve. Do not humor a false boast or tolerate those that try to exploit the glory of their greater kin. And if someone proves a threat, whether by malice or incompetence, do what it takes to see them removed.
Government
Absolute Monarchy The titles 'Emperor/Empress', 'King/Queen' or 'Prince/Princess' are not the proper equivalents for the monarch of Atlantis, although Emperor/Empress is likely the closest. The word in Atlantean refers as much to the individual's position in government as it does their divine authority by the will of Poseidon to rule over the very ocean and sea life itself. 'Exalt' would be the closest word for the title in full, with 'Your Excellency' being the closest honorific, and it is both with godly authority and with political authority that the monarch of Atlantis reigns. Their power is all but unchecked. They can arbitrarily removed officials appointed by the public, like the governors of the city-states, roll over their own territories, or dismiss their own flesh and blood as potential heir. New laws may be raised and old may be stricken down by their hand, with nothing to impede them.
Polises and the Chamber of Deliberation A polis is the same idea as a state, with the city for which the state is named at the epicenter. From there, the holdings of the city-state, or the 'territory' of the city-state will include a massive area of ocean (with most states being the size of large countries) and other cities and towns. Though some cities may be larger, the city in the epicenter remains the capitol.
At the most local level of government, officials are elected democratically. Mayors of towns or cities are put to common vote, and may serve as many terms of a decade as they are elected for. Mayors can be deposed early by a vote of no confidence, removed by the governor of the state, or removed by the monarch. The governor and the monarch's authority also supersedes that of a mayor, so either may strike down laws or practices put into place by a mayor. Beyond that, however, mayors have full control over their city and the area surrounding it, so styles of rule may vary, with some appointing officials and advisers to help things go smoothly, and others ruling on their own.
A governor is both an elected and appointed official. Mayors from the city-state gather amongst themselves and after a period of review, appoint the governor that they feel is the most qualified or is the best representative of their territory. This decision is made every ten years, but a governor's term can be revoked if the mayors put it to a special vote to depose him, or if he is removed from his own city by a vote of no confidence, or if the monarch removes him. Outside of the monarch, a governor is the most powerful individual in Atlantis, and may apply laws that affect an entire territory. Because of their relative autonomy, some city-states have adopted subcultures from the continuation of traditions from governor to governor, while others are constantly in flux from the rule-styles of their mayors and governors.
Though mayors may meet with and advise governors on matters relating to the state, governors may meet with and advise the monarch on matters relating to the various territories in Atlantis. On a state level, chambers of deliberation are attached to the state houses in the capital of the territory. On a national level, the chamber of deliberation is inside of the Palace. While neither the monarch nor the governor are obligated to listen to the advice of their lessers, it is generally considered good practice--especially for the governor, who may be deposed by the mayors that appointed them easily enough.
Town Halls The town hall is a vital function of the local government. Though the chambers of deliberation are sealed off from the public, all other major local decisions need to be made inside of a town hall, which is always to be open to the denizens of the city. This makes the local elected and appointed officials' actions transparent, and reinforces the bond and communication between official and constituent.
Council of Elders There is a single system in place that can remove a monarch--the Council of Elders. These Elders are appointed by each other, and are usually pulled from the highest ranks in government as well as religion. Therefore, the seven-person Council is usually composed of former Generals, former Governors, former or current Priests or Priestesses, and former spies. This seven-person council is charged with constantly reviewing the actions of the monarch and deciding if they are properly doing their duty by serving Atlantis' cultural, political and sometimes religious interests. If a monarch has become too bold, the Council of Elders may remove them from power after the matter is put to a vote where five or more of the seven members agree.
The Council is well-known, and the few monarchs that have attempted to dispose of the Council (before the Council could depose them), have always been met with resistance and uprising from the common people.
The Military At age twenty-five, anyone may join the military if they pass a physical fitness examination. From there, progression through the ranks is primarily based off of merit, although some may be appointed by the monarch. Regardless of rank, soldiers are widely respected in Atlantis, and are rewarded for the risks they take with better homes, better food, and high-grade equipment and living conditions inside of the barracks. Once one is inside the military, they are expected to serve for tours of ten years, but the majority of those who enter are typically in the service for life, or until old age dictates that they must retire.
Intelligence Though it is loath to have it, the Kingdom does have an intelligence agency. The position of spy is not a glamorized thing in Atlantis, as the common people view them as a very unfortunate necessity. Their position dictates that they lie and deceive regularly, and even betray. Given the contempt that the average Atlantean holds for a liar, the position of spy is a relatively thankless job--or would be if any were in the habit of advertising their profession. Nonetheless, the public perception around them is extraordinarily poor.
To ensure that they are provided for, spies are given comfortable accommodations in the city-state of their choice. Though their residences and the food they are given are not as nice as that the soldiers are provided (in part as to not draw attention to them), they are kept better than the average citizen.
Given the cosmetic differences between a Lemurian and an Atlantean, and the considerable differences between and Atlantean and a human, virtually all field agents have a talent with glamour magic at the very least, if not a moderate ability with all sorcery.
Penal System Atlanteans have one very straightforward belief that shapes their perception on crime and punishment. 'Redemption comes to those who want it'. Given their belief that everyone, no matter their state can be of use and contribute to the whole, the Atlantean justice system primarily emphasizes rehabilitation over draconian punishment. Many prisoners find life in prison relatively comfortable, and attend regular classes to help them become a part of society once they are let out. But there are degrees, and there are exceptions. The more hardened the crime, the less likely rehabilitation will be considered, and the more invasive psychological profiling will be done. Murderers, rapists and sadists will find their minds laid open by a sorcerer skilled in telepathy, and if they find the individual bare of regret, the criminal will go to the chopping block. And barring extreme circumstances, repeat offenders of hardened crimes also go to their death.
Economy
No Currency The use of currency in Atlantis went out roughly three-thousand years ago, during the beginning of the Golden Age and Qelaris' reign. There is no system of exchange for hours logged away at one's profession. Instead, all citizens of Atlantis are provided for with reasonable accommodations and a supply of food and utilities, all of which are owned by the monarchy, but managed by the local government. All homes are provided with an allowance of non-essential items of their choosing.
Besides what Atlanteans may hunt for themselves, food is housed in something similar to a supermarket. Only instead of currency, individuals are given cards which signify their allotment of food according to their position and the number of individuals residing in their home. A similar system is in place for non-essential items beyond what a home is already provided.
Rewards By Merit While all citizens of Atlantis, whether they contribute or not are provided with basic accommodations, food and utilities that eliminate the existence of true poverty, there is still a system of progression in the Kingdom. Those that work harder and provide better results are rewarded, as are those that perform amazing deeds. Certain professions, such as soldiers and artists are already rewarded with more comfortable accommodations, but anyone that is particularly good at what they do, compassionate or heroic may be recognized by the mayor, governor or monarch and be elevated for it.
Education
From five to twenty-five, the typical Atlantean is in school. The first fifteen years are spent providing a basic education that envelops a wide array of academic subjects, from most sciences (although chemistry is something that they have a very limited grasp on), to social studies, to basic martial training to mathematics and language. The remaining five years are spent pursuing one's individual interests, be it art, military training, or education. While any student may choose to leave school at fifteen, this is virtually unheard of. The vast majority attend school for the full twenty years.
The ideal Atlantean is supposed to be very broadly versed in academic matters, and scholarly minds are prized.
Technology
Biotech (As too many different types of technology exist, if you have a question about the existence of certain technologies or what their equivalent may be, please message El.)
Like many intelligent animals, the homo-mermani made use of their resources to craft tools and form technology. Unlike many intelligent animals, they had magic to facilitate their technology, and far different materials to make use of in the deep. Though stone and bone were employed for many basic tools, the most abundant resource in the depths was life. Animals began to be shaped and manipulated to their advantage. Grotesque manipulations of organic structures became commonplace, until appendages, organs and nerves could be grown outside of a body.
Eventually, Poseidon took note of the practices that His people were employing for their advancement, and struck the leaders with aquatic telepathy so that they would know what cruelty and pain they were inflicting on the life forms around them. The pursuit of bioengineering as it was stopped shortly thereafter, and though the technology is still employed, advancement has been slow, and made solely from expanding on existing technology.
A great deal of the technology in Atlantis is organic in some fashion or another. The membranes that can be changed from opaque to translucent that serve as windows, the bioluminescent anemones that compose most of the lighting inside of the cities, the electrical systems that are made from nerve synapses, even the pages of Atlantean books are little more than sheets of skin with lettering burned into it.
Magitech The most sophisticated technologies in Atlantis were made by, or are powered by magic. In the case of many of the technologies in the capital, both are true.
Language
Syllabic Written Language Though the spoken language isn't, the written language is a holdover from the original Atlanteans, who lived over twenty-thousand years ago. The writing system is syllabic, meaning that there is a character for each syllable. The syllabary is fifty-six characters long. Additionally, there is an abundance of words that represent very specific concepts, courtesy of the language's existence over such a massive span of time. What appears to be a two-letter word is in reality two syllables, and may be used to express concepts such as a first mother's joy. Between the culture and the evolution of language, Atlantean is extremely specific and wording is expected to be appropriately precise.
There likely exists a small handful of humans that are able to read Atlantean.
Inhuman Spoken Language Homo-mermani possess additional sets of vocal chords. As such, it is next to impossible for humans to learn to speak it with much accuracy--some sounds of their language can be imitated by human speech, but many more cannot. The language itself (and many of the Barbarian tongues, as well as Lemurian) sound rather song-like and melodic.
Latin and Ancient Greek Both languages are spoken fairly widely in Atlantis as they are used for religious purposes, and were passed down by the Gods.
Foreign Accent Many homo-mermani's first exposure to surfacer languages is Latin or Ancient Greek, so many bear accents influenced by those languages. For example, a homo-mermanus who first came to learn Latin would speak English with a Latin accent--for reference, look at Romanian accents are they are the closest living language to Latin. The same would be true if they came to speak Ancient Greek first--for reference, see modern Greek accents in English. In addition, many have difficulty not utilizing the extra vocal chords that homo-mermani possess, and have an 'overlay' effect to their voice, similar to two people speaking. This effect is especially prominent around sounds that are tighter in the back of the throat.
The Arts
Theatre Atlanteans possess no television or anything close to television. Nor do they possess anything close to the radio (at least for purposes of entertainment). As such, most forms of entertainment are in live concert halls or theatres, and the theatre is the most significant form of entertainment in Atlantis. Each settlement is guaranteed to have at least one theatre, with larger ones boasting dozens upon dozens. More auspicious actors and actresses tour the most major theatres across the Kingdom.
Theatre performance has two parts in Atlantis--the acting, and the music. Both are considered crucial parts of the play, as the music is always live and provides additional setting of the mood. Famous enough theatre musicians can be approached by the actors or the directors of the play and asked to compose their own pieces for it if they have talent in composition, or be chosen specifically for their style of play. Many musicians in theatre take liberties with the original pieces and can enhance the mood or add their own element.
Though the director of the play is often the writer, not all of the writers are the composers of the accompanying pieces. The spread is about fifty-fifty. Those that can write, direct and compose are among some of the most revered members of Atlantean society.
Music Homo-mermani music sounds very, very little like human music. Elements of composition remain widely similar, and percussion is nearly identical, but as most instruments require reverberation and hollow cavities, Atlantean instruments are alien indeed, as they are adapted to water as the atmosphere. Wind instruments simply do not exist. And if taken out of the water, Atlantean instruments would sound hollow, shrill and cold rather than warm and rich.
As with surfacers, musicians are highly valued for their entertainment. Individual performers except for singers that solely sing are virtually unheard of, however, as recording technology and magics are used for more functional applications.
Cantrips With magic existing as a part of Atlantean culture, there are many of those that have little in way of practical skill or martial ambition for magic who instead use their talents for the purposes of entertainment. Many magical entertainers employ glamours and illusions almost exclusively, though some have talent with transfiguration or magical construction, any of which can be used to entertain. Oftentimes these sorcerers are employed in the theatre and many plays consider them a crucial part of the ambience.
Coliseums Battle for sport is considered a high form of entertainment in Atlantis. Though death-matches were banned some three-thousand years ago, little in way of rule or regulation beyond the expressly forbidden killing of one's opponent exist. Surrenders are to be accepted, but if an individual does not surrender, they can face crippling injuries or grievous wounds. Gladiators are similar to actors and musicians in the amount of praise and adulation they can receive. And much like actors and musicians, more famous gladiators travel the cities and the territories, visiting local arenas for their fights.
Art Art is also different in Atlantis. Though painting exists, the process to distill dyes and make them thick enough to persevere in a natural solvent is quite intensive. As such, painted pieces are prized, with murals being reserved for temples, city halls, or governmental residences.
Instead, the most common forms of color and art come from mosaics which utilize crushed pearls, decayed corals, rocks or sea-shells to form the tiles. Mosaics are as universal as the coral and anemone gardens, and most homes boast at least one in their flooring or along a wall.
Outside of paintings, sculptures and bas-reliefs are the most valued of all of the arts because of the amount of labor they require, and the forms that can be rendered. The second most common form of art after the mosaics, sculptures and bas-reliefs are in high-demand, and adorn places of importance, such as public spaces, temples, government buildings and the homes of respected individuals.
Dance Dance as humans know it does not exist in Atlantis. While some may move to the sounds of music, organized and structured dances, or even free-style dancing is not much of a phenomenon in the deep. Seeing humans do it may prove mystifying, bizarre or concerning to the average Atlantean.
Nature
Most Atlanteans have a deep connection with nature, between the coral and anemone gardens that they keep, the pets that they house, and the nature that is all around them at any given point. This relationship with the ocean and the earth at large was reinforced in part by the bestowal of telepathic links between the political officials and the marine life forms around them. Being elected, even for a short term immediately gives an official this gift, and as such, most political figures are incredibly considerate of the life around them. The construction of additional buildings and the acquiring of food is done with careful thought as to not overly disturb the beauty of their surroundings.
Foreign Relations
As a whole, Atlanteans are not particularly fond of anyone that isn't them. Of the three forces outside of Atlantis, they are the most accepting of the Barbarians that violated Poseidon's decree and fled the battle with Lemuria to form their own territories. The Barbarians/Free Peoples are the most like them in the Gods that they worship and in relatively similar cultures, so while they don't agree with them, and are often at war with them, they understand them the most. The Lemurians and the Surfacers are equally reviled. Lemuria for the God they keep and their inherently treacherous, chaotic and opportune nature, and the ongoing turmoil between Atlantis and the other nation. The surfacers for their rampant, wanton destruction and despoiling of the earth, their alien culture and religions, and their weakness.
The typical Atlantean greeting is the nod of the head and the equivalent of ‘hello’. For overly formal occasions, or to be polite, the Atlantean salute may be employed. This involves taking the dominant hand, balling it into a fist, and pressing the thumb-side of the fist to the opposing shoulder, over the clavicle. Often this is paired with the bowing of the head. Smiling is not typical when being introduced to someone new. Moods are expressed as they are felt, with anyone that smiles too often being viewed as either simple-minded as to be constantly happy, or a liar.
Laws of Hospitality
A Greco-Roman culture, the Atlanteans strictly adhere to the laws of hospitality. As such, it is expressly forbidden for a guest to harm their host, or a host to harm their guest. Violation of this tradition is punished very severely and disproportionately.
Architecture
Though the architecture bears elements of classic Greco-Roman designs, the greater atmosphere supports shapes that cannot exist outside of the water, making their architecture both familiar and alien. Buildings are made exclusively from stone, with floors or walls often bearing mosaic tiling. Most structures boast terraces or tiered slabs of stone which contain enough thermal energy and ultra-violet light to support the growth of coral for gardens which also typically house anemones.
Food
Homo-mermani cuisine consists of a heavy protein diet, with meat taking up ninety-percent of biomatter consumed. Most food is eaten raw after the animals are killed, as reliable methods of heat are rare and reserved primarily for technological works, and raw has been the custom so long that the flavor is preferred. In addition, the homo-mermanus constitution is hardier, allowing them to effectively shrug off most parasites that might exist in the uncooked meat. Foods are still seasoned, however, with various ground substances like crushed shell or pearl, salt, or concentrated compounds.
Some more unusual dishes involve cooking through the induction of an electrical current, or applications of thicker acidic compounds.
Vegetation in the deep is sparse. Besides plankton, which classify as both plant and animals, seaweed and eel grass, there are types of vegetation that grow along sandbars and spits of rock that are harvested, and some that grow in the deep, powered by geothermal heat from volcanic vents. One of these fruits called the ‘Peres’ is the size of a man’s fist, is covered in fuzz, bumps and ridges, and is a deep purple color. This fruit is used to make Atlantean wine, a thick, gel-like substance that is highly refined and alcoholic.
Pets
Homo-mermanus pets are most commonly the sea-turtle, octopus, cuttlefish, eel, or smaller types of shark. Some more bold Atlanteans may opt for larger sharks. As many of these creatures have been common household pets for thousands of years, genetic mutations exist within the domestic strains, allowing for unusual coloration, physical features and more docile behavior.
Marriage
In Atlantis, the custom of marriage is an unusual one. Most remain unmarried and live together and it is viewed as not only acceptable, but normal. Marriage amongst common folk is undergone by those that are absolutely certain, or near-certain that they will be bound together for the rest of their lives. While the practice of divorce exists, the oath behind marriage is considered a substantial undertaking, and divorcing underlines the breaking of a promise that was never expected to be made to begin with. As such, divorce is considered shameful.
Amongst royalty, marriage is more commonplace as it signifies the merging of two families and the adoption of the royal blood. While some monarchs in the past have taken ‘consorts’ and simply acknowledged the resulting offspring as heir, marriage is still expected of them, and it is viewed as part of their duty.
The Atlantean ceremony of marriage is far different from the traditional, Christian ceremony that many in America and beyond are familiar with. The ceremony is a short thing, and involves the gathering of those friends and family invited to bear witness to the occasion. There is no wedding party, nor is there an exchange of rings. Instead those that are to be wed are brought into a temple of Hera, drink the same wine, partake of the same food, adorn each other’s brow with a marking of dye, and cut each other’s palms so that they might clasp hands and let their blood mingle to signify the joining of the families. ‘Blood of my blood’ is a phrase commonly used in Atlantean marriages to emphasize the mingling of blood and merging of families, so that it is known that fates and responsibilities are supposed to be eternally linked.
Nudity and Expression of Identity
Clothing is not a custom practiced by homo-mermani because of the impracticality of wearing clothing in water. With the exception of armor during wartime, homo-mermani are typically fully naked year round, with only pocket belts or jewelry breaking up bare canvas. Jewelry, tattooing and hair-styling are used for the purposes of self-expression and identity.
Touch
Atlanteans are a very physically expressive people. Light touches, such as the clasping of a shoulder or arm are commonplace between new acquaintances, with frequency and length of touches increasing with more bonded individuals. It wouldn’t be unusual at all for two friends to move through the city with arms wrapped around each other’s backs. A western surfacer may be confused by the differences between platonic touching and romantic touching, as only mouth-kissing or overtly sexual touches are reserved for lovers.
(As even less information exists about Lemuria, I am inventing more and more of this. I am also attempting to keep it more of a framework, so that if anyone is interested in playing a Lemurian leader, we can collaborate on additional cultural elements)
Lemurian Culture
Similar to Atlantis, Lemuria is an Empire and has a common set of overall cultural beliefs.
Religion
Being a full-on theocracy, devotion to a single god is expected. Though the denizens of Lemuria acknowledge the existence of the other Egyptian Gods, their laws expressly forbid their worship or the worship of any deity besides Set. Veneration of Set is expected weekly across the Empire in the form of living (animal) sacrifices. Food that would otherwise be given to a member of the family is instead slain in the god’s name and laid on an altar on Wednesday, the Lemurian day of sabbath. This day of fast is supposed to alternate from family member to family member throughout the household. More pious worshippers, or especially large families may make more regular sacrifices to their God.
On the three equidistant holy days (July 20th, the start of the Egyptian New Year, November 20th, March 20th), seven homo-mermanus sacrifices are chosen from every major city. Most of these sacrifices are Lemurian citizens and volunteers, as being sacrificed to Set is considered a great honor. However, certain foreigners or slaves may be considered “valuable” to Set and selected by the priesthood to be sacrificed for their strength or skill. These sacrifices are performed in public, with the selected being stabbed through the heart, ritually exsanguinated, and then flayed upon death, where their skin is burned in holy fire for Set, as it is His “favorite” part.
Government
As a pure theocracy, Lemuria is presided over by the High-Priest or Priestess of Set. Though families are frequently devoted to the priesthood for generations, the position of high priest or priestess is not inherited, and is instead appointed. The present high priest or priestess appoints their successor which can be changed at any time, and for any reason. The power of the high priest or priestess is absolute, as they are the wearer of the Serpent’s Crown, and the earthly link to Set. Other than Set’s constant influence over them, there is nothing to impede or check their power.
Though the High Priest/Priestess rules over the whole of the realm, the Lemurian Empire is divided into a variety of states. The states mark the holdings of long-ago Kingdoms that the Empire consumed. These states are ruled over by the next highest priests/priestesses, with small townships being ruled over by the next highest. With the power of the Serpent’s Crown being immense, but working more effectively the closer the proximity to an individual, the most loyal priests and priestesses are sent to guard the Lemurian borders where the Crown’s influence is the most limited. Those states closer to the Capital but not the Capital proper are ruled by those that, while still trustworthy, are not as feverous in their devotion.
Military
While Lemuria employs an active military, the Empire is not as militant a culture as either of its aquatic neighbors. Those that are strong and express an interest in defending the Empire are permitted to join, and are suitably honored. But open warfare is not the style of Lemuria, and their ultimate troop is more spy and sorcerer than swordsman or gunman.
Though Lemurian soldiers are the weakest of the “Three Kingdoms”, Lemurian sorcerers are the strongest. Through the influence of the Serpent’s Crown, magic breeds true in Set’s followers. All Lemurians are magic sensitive and can sense its presence, and roughly two-thirds have magical capabilities, at least in the form of mild cantrips or small workings. The number of particularly powerful sorcerers in Lemuria is nearly triple that of Atlantis. The one benefit that the Atlanteans have is that Lemurian magic is not typically defensively or beneficially geared. While there are certainly very powerful mages specializing in protective magic in the theocracy, their numbers are a tenth of their peers. Healing sorcerers a twentieth, making both especially valued, even though the glamour-inclined and offensively capable sorcerers are those most often employed.
Intelligence
Much like the Atlanteans, Lemuria employs an intelligence network. Unlike the Atlanteans, these members are highly valued by their own government and population. Selected from the ranks of the priesthood for loyalty and willingness to do what is necessary, these individuals are typically especially skilled in the arts of magic relating to glamour or the psionic arts. While a good portion of these individuals are let loose within Lemuria itself as a secret police force ensuring that no religious laws are broken, many more are trained in foreign religion and culture to gather information from Atlantis, the Barbarian Nations, and even the surface.
Law
Laws in Lemuria are few in number, with blasphemy, heresy, sacrilege, theft and violent crimes being the only actions expressly forbidden, and even under certain circumstance (self defense), violent crimes are allowed. Nonetheless, any infraction of the law is considered an offense punishable by death.
Economy
Similar to Atlantis, there is no system of currency, and all citizens are provided for to better serve Set.
Unlike Atlantis, slaves also comprise a great deal of the economy. While it is illegal to own a Lemurian as a slave, it is perfectly acceptable to own a Barbarian or an Atlantean slave, and they may be considered non-Lemurian citizens for up to three generations. While treatment of the individual varies depending on their master and task, most slaves are horrendously treated for their worship in false deities. Those that convert and adapt to Lemurian culture are more likely to be doted upon, and may even qualify for the privilege of being sacrificed or released early from their servitude. Particularly unruly slaves are branded with tattoos known as the ‘Serpent’s Venom’, usually on the face or over the lower back. Disobedience or aggressive behavior can then trigger the mark, which will inflict increasingly worse pain until the behavior is ended.
Education
All Lemurians go to school from the ages five to fifteen, where they are taught a wide array of subjects. Lemurian education isn’t as varied or intensive as Atlantean education, in part because it is designed to breed obedience and zealous devotion rather than independent thought or the ability to reason or question. From fifteen to eighteen, one may pursue their private studies for their future career of choice.
There are, however, exceptions. Members within the priesthood are usually devotees from an entire family of devotees. Those inside of the priesthood are educated from birth until they are twenty years of age, where they are selected either for the intelligence force or governance at large.
Technology
Just as advanced as Atlantis, Lemurian technology is different enough that there is little in way of compatibility. Though much Atlantean technology was based off a magical foundation, most of it later became scientific and tweaked. All Lemurian technology is inherently magical, and the energies associated with Lemurian technology are decidedly more dark. Attempts to utilize their technologies have gone poorly because of its inherently corruptive nature.
Language
The Lemurian language also makes use of inhuman vocal chords. While involving a similar alien, overlay effect to correct for the atmosphere, the Lemurian language is less song-like. Instead sounds are a combination of sharp and short plosive pitches, and slurring sounds.
The Lemurian written language is entirely idiographic, meaning that one character represents an entire word or idea, similar to Chinese. This has made it so only a handful of Atlanteans are able to read their language.
(The least detailed of the cultures due to the sheer number of nations/tribes that are implied to exist, this has mostly been detailed to the basic level to provide some insight. Attuma's horde is a bit more detailed, but in the event that a player emerges that wants to be Attuma or a significant member, I've left it loose as well so it can be expanded upon)
Barbarian Culture
Founded by the deserters of the Atlantean army some five thousand, five hundred years ago, the Free Nations/Barbarian Tribes were born and bred militant, and boast the greatest warriors in the deep. Though things differ between tribes and nations regarding systems of government, secondary deities, rituals and traditions, and other cultural values, key beliefs exist: might makes right, the strong should lead, and battle breeds glory. All are beliefs the Atlanteans find humorous considering the opportunity and cowardice that allowed for their existence.
Despite the contempt between the two societies, cultural values remain somewhat similar, and a great deal closer between the two as opposed to either side and the Lemurians, who are held with the most contempt. Both the Atlanteans and the Barbarians value strength, passion, the ability to recognize weakness, honesty (the Barbarians less so), and persistence (the Barbarians more so). Beyond that, many of the Barbarian societies do not consider it poor form to fight dirty, overwhelm a single target with massive numbers, or exploit some kind of obvious weakness.
Where infrastructure and amenities are concerned, only the most advanced of the Barbarian societies and settlements compare to even a small to mid level Atlantean town. Constant wars and raids between the Barbarian groups makes it difficult for any one nation or tribe to be stable long enough to make much in way of progress. The typical Barbarian education is rudimentary, and though weaponry remains advanced, most day-to-day technology is equivalent to that of second-world countries. Magic is not nearly as advanced amongst barbarian practitioners either, with most being hedge mages limited to small cantrips, alchemy and divination. While superstitions don't have quite as much hold as science, the balance is relatively close.
Slavery is a common practice in the Barbarian Nations. Some can be released by their masters or by the head of a tribe, but more often than not, slavery is for life. Treatment of individual slaves varies a great deal depending on their captor and what task they've been assigned to.
Attuma’s Barbarian Horde
The largest of the Barbarian Tribes, Attuma's horde is a menace, not only to the other Free Nations, but to Lemuria and Atlantis as well. In the last hundred and five years of his one-hundred and twenty-three year lifespan, Attuma has defeated almost every Barbarian Nation, temporarily conquered nearly as many, and presently holds roughly half of all Free Territories. Something not only seen as impressive, but thought of as impossible prior to his arrival. Through his willpower and strength, Attuma has unified nations that otherwise despise one another, and he has made it clear that he brooks no threat to his tribe, especially from within. Those that start altercations because of bad blood between old clans are typically executed, and almost always publically.
Though these brutal displays have alienated and angered some in the past, most hold Attuma in high regard. The love and respect for him in the common soldier and citizen is obvious. And though the Barbarians do not stand on ceremony for their liege-lord the way the Atlanteans are often expected to, most would happily die for him if he asked it of them. This devotion despite all odds and old conflicts between the different tribes is what makes Attuma particularly threatening to Lemuria and Atlantis. While his strength, skill, determination and gift with tactics and strategy are a problem, the sheer relentless loyalty that he inspires fuels his already skilled warriors.
More than any of the Barbarian Tribes or Free Nations, Attuma’s Horde values a challenge. While they are content to simply roll over a city and take what they like, enslave others and hold territories, those that provide a sufficient challenge are given the choice to join the horde or meet a quick death. Though the desire of a worthy adversary and opponent through which the troops can better themselves is a constant, Attuma would not risk everything in pursuit of a worthy adversary. Attacks against the more powerful nations are done sparingly, and carefully planned so that none of what the warlord’s gathered so far is substantially risked. His steadily expanding nation is his hope for the future. With so large a territory held for so long, Attuma has been able to slowly upgrade infrastructure and gather more resources, as he knows they will be critical in the wars to come against the other aquatic nations, and later the surface.
Though education in the horde is only nominally better than the average, exceptional individuals are recognized and educated by smarter slaves or citizens. As such, the disparity in academic intelligence between the average citizen and the intellectual elite is immense. Low cunning, however, is prevalent as the ability to outsmart an adversary and make use of the environment is actively encouraged and taught. Where the horde particularly benefits over the others (beyond a steadier supply of food and improved infrastructure), is the horde’s regard for magic. Compared to the other Barbarian Nations, there are more sorcerers, more of whom are better trained than the hedge mages elsewhere. While healers are especially prized as they are anywhere, healers are expected to breed in such a way as to ensure their genetics are passed on, and are the second most valuable members of society, after Attuma’s elite warriors.
(Some of this has been expanded upon to make mermanus physiology make more sense, or more sufficiently alien.)
Mermanus Physiology
Though homo-mermaus is a sub-species of human, their evolutionary adaptations and the genetic drift between homo-mermanus and homo-sapien are quite significant. Though the cosmetic changes have been surprisingly minor (except in the case of Lemurians), the overall physiological changes have been considerable.
Appearance
Outwardly, the average homo-mermanus is human enough, possessing all of the usual traits found amongst humans. Their silhouette is completely indistinguishable from human at any angle you put it. Where most of the significant changes occur are in relation to pigmentation.
Pigmentation Atlanteans do not have human skin colors. Like the Svartalfar, they come in shades of blue, and this is their most typical coloration. Unlike svartalfar, however, they have a wide array of tints, shades and even other colors that they may come in. Though blue is the most common, various shades of blue-green and blue-purple are common, and they can go all the way from indigo and midnight to cerulean, turquoise and violet. Though somewhat less common, Mermani can also come in various shades of green from hunter green to emerald and purple, from eggplant to mauve. Purple is the rarest of the Mermanus colorations.
Where eyes are concerned, Mermanus eyes only come in two different colors. Black, which is the majority color and constitutes ninety-percent of the population, and white. No matter the color, the result is solid and spans the whole of the sclera, pupil and iris.
Lastly is in relation to hair color. Mermani do not adhere to human genes where common hair colors are concerned, and some pigments have been lost entirely. Mermani do not carry the blonde hair gene, and instead can be born with white or true grey hair. As such, white and grey hair is not indicative of old age. Grey and black hair are the most common Atlantean hair colors, with red and white being the next most common. Mermanus red hair is a far cry from human red, however, as it comes in shades of true red instead of auburn, orange or strawberry blonde. The rarest Mermanus hair color is brown, and accounts for two-percent of the overall population.
Other Differences As a whole, Mermanus are taller, broader, and more muscular than their human counterparts, courtesy of constant physical activity, an abundance of food, and a heavy protein diet. Typical Mermanus height for females is 5'10", and the average height for males is 6'2", though it is not at all unusual for Mermani to reach up to seven feet in height. On average, Mermani are between two-hundred and twenty-five to three hundred and fifty pounds, as their muscle tissue is considerably more dense than human tissue.
No mermanus is able to grow hair lower than the napes of their neck, as they no longer produce hair follicles there. Even the ability to grow a moustache or beard is considered unusual, as many do not carry the genes to produce hair follicles on the jaw, chin, lower cheeks or above the lip. It is theorized that within a dozen more generations, facial hair will be lost forever.
The last two differences are the ears and teeth. Mermanus ears are 'elf like' in that they taper and extend at the upper curve, forming points. Mermanus teeth are similarly pointed, with canines being elongated, and the premolars/bicuspids and lateral incisors all coming to form slightly sharper angles.
Physiological Differences
Amphibious Most major of physiological differences between Mermanus and Sapien stem from the environment that Mermanus has adapted to. They possess a pair of gills, making them the only mammals to have both gills and lungs. From the last ten-thousand years of disuse, however, most Mermanus lungs are weak, thus requiring the use of magic or very gradual use of the lungs to build up their strength and capacity.
Mermanus senses are also quite different from their human counterparts. Mermani can hear a broader range of frequencies, as both much higher and much lower pitches are regularly used by marine life, and their own languages often employ some of these sounds. Their vision has developed to allow them to see the lower bands of ultraviolet light, and they have excellent dark vision that allows them to see in green and blue tints even with virtually no illumination. Lastly, Mermanus smell is superior, and though not comparable to a dog, is far and away better than a human’s sense of smell.
The durability of Mermanus allows them to withstand crushing pressures, as many settlements are quite a ways down. Small arms fire does nothing to them, and it is only with higher-caliber weaponry that bruising and eventually penetration of the dermis can be achieved. Additionally, Mermani are all but immune to the cold. Truly extreme temperatures may prove a bother, but a mermanus would be able to trek the Antarctic during winter in a blizzard in no clothing at all and be perfectly comfortable. There are, however, catches to their durability. Pure mermani dehydrate very rapidly, requiring the continual consumption of water or extended periods of being submerged. And though mermani are more resistant to extreme heats (fire needs to be of higher temperatures to outright burn them), moderate temperatures dehydrate them more quickly.
The dehydration effects are somewhat mitigated within the more serpentine Lemurians, however, as they are more adapted to the heat as well.
Superhuman The average mermanus can lift upwards of four tons in an overhead fashion. Particularly athletic or exceptionally strong mermani can lift up to seven tons. On land, mermani that have adapted to breathing can top out at around thirty-five miles an hour for brief sprints, and can easily sustain speeds of around twenty-five miles an hour, though again, more athletic individuals may prove quicker. In the water, the average mermani can swim at around two-hundred miles an hour, with the record keeping non-mutant having achieved a speed of two-hundred and fifty MPH.
Sorcerers Approximately twenty-percent of mermani show talent for sorcery. While many of these sorcerers will be limited to small spells, blessings, or one particular field of study for which they have much talent, exceptional sorcerers do emerge. In Lemuria, two-thirds of the population is magically geared, and they have the best offensive and illusionary sorcerers available. Healing magic is universally rare and prized, but is disproportionately rare in Lemuria, and more common in Attuma’s horde, which has been breeding for those exceptional in the healing arts.
Mutants The x-gene is capable of manifesting in homo-mermanus, but it is considerably more rare. The occurrence of the gene is a tenth as common as it is amongst humans, and though human-mermanus hybrids seem to have a considerably higher chance of the x-gene manifesting, mermanus mutants are incredibly rare. In the twenty-five million strong Atlantean Empire, a few hundred are mutants.
Lemurian Differences
Though identically the same in capabilities (excepting their much more commonly occurring penchant for magic), Lemurians can be quite distinctive from their Atlantean and Barbarian counterparts. The influence of the Serpent’s Crown is quite corruptive and becomes more corruptive the closer one draws to its proximity. Lemurians that have resided in the Capital for centuries have become more and more serpentine looking, with many taking on scaled skin, larger than normal eyes, a shallow, slitted nose, fewer fingers and toes that are webbed, and a patagium that stretches from the elbow to the waist. The wearer of the Serpent’s Crown frequently becomes similar to a Lamia or a Naga in terms of appearance.
Those that are at the edges of the Empire or do not come from a long line of those that have resided in the Capital are typically much more “normal” looking, and are often (but not always) the ones used for intelligence work, if their loyalty is considered high enough.
With the Falkland Islands (Fen Islands), French Southern and Antarctic Lands (Qelaran Lands), and South Georgia and the South Sandwich Islands (Kamuu Islands) all held by Atlantis since 1980, Atlanteans have had to gradually adjust to the reality of Human Atlanteans. When the lands were first taken over, the citizens of the conquered territories were offered money enough to relocate if they did not want to wish to become part of the Empire. While many accepted, many more did not.
Over the last thirty-six years, these Islands have had their infrastructure updated and have been gradually introduced to Atlantean technology, history and culture. Though the older generations of humans remain the most human in their values, some of the middle-age generation showed curiosity and willingness to explore the new culture. The younger generation has been submerged almost fully in a blend of what they are taught from their schools to what values their parents still hold. As these islands have also become a haven for any other humans willing to take the oath of fealty and become Atlantean, there also exists a portion of the population that is extremely grateful or eager to be a part of the culture.
These humans are the humans that are much more likely to know the Atlantean written language in addition to their normal native, and hold a great deal more information regarding Atlantean culture and history. The younger generation especially so as it has been a part of their education. Some of the younger generation that shows promise are even selected for intelligence services.
Over the last thirty-six years, Atlanteans have gradually warmed to their human cousins. While their contempt for humanity still applies, these humans have abandoned most of the problem-causing practices through Atlantean guidance, and as they are part of the Empire, they are considered to be a superior model of human. While many Atlanteans still treat the humans as being inferior to true Atlanteans, just as many do not out of an extension of nationalism. Those that are more curious about humanity frequently come to these islands for interaction, as they have been outfitted to support Atlanteans where hydration needs and the building of lung capacity are concerned.