Posts : 453 Join date : 2011-02-15 Age : 35 Location : United States
Subject: Re: The seas of Felarya Wed Mar 09, 2011 3:51 pm
Sean Okotami wrote:
Jætte_Troll wrote:
There are also small communities of seafaring Jotun on the Imoreith Tundra shores.
I want them to sing "You are a pirate!" with Fenja as the high-pitched girl who sings the two solo "chorus".
Yarr?
Wait sea going Jotun's? Now that I have to see from a safe distance of course.
Well Sean in the deeper parts of the sea yeah your right it wouldst be feasible to find "intact" wreaks of sunken ships. However (I will go on an assumption here) I would believe that the Shimmering Sea doesn't just take a sudden drop to crush depth once you leave the shoreline. But will act like the rest of every known body of water where the land will steadily decrease till it hits the continental shelf and then drop to crush depth. Also I am not an expert on oceanography and will never presume to think I am. And if I do can someone please point that out and I will correct my mistake.
So in theory you could find possible wrecks closer to the shore and underneath the water at some truly astonishing depths tat push the crush depth limit though anyone trying to look threw anything older then say a year? Would find something close to what the Titanic is. As the sea claims it and turns it into a reef and the metal will have rusted so far that it is barely there and is instead replaced by coral taking its place?
However as for aircraft carriers? I doubt you would find many if any as there are so many flying creatures around Felarya that a jet fighter simply doesn't stand a chance in my opinion. However I could be wrong and someone probably did make an aircraft carrier and it did get sunk so there is always the possibility.
Anime-Junkie Loremaster
Posts : 2690 Join date : 2007-12-16 Age : 31 Location : The Country of Kangaroos and Criminal Scum
Subject: Re: The seas of Felarya Wed Mar 09, 2011 4:34 pm
walkingbyself wrote:
However as for aircraft carriers? I doubt you would find many if any as there are so many flying creatures around Felarya that a jet fighter simply doesn't stand a chance in my opinion. However I could be wrong and someone probably did make an aircraft carrier and it did get sunk so there is always the possibility.
Actually modern fighter jets and even not so modern jets would be quite dangerous to many flying creatures in Felarya. Jetbikes aren't nearly as fast as some jets and they can still outrun many if not all things at top speed. The engagement range of a jet is measured in kilometres. However unless the jet was carrying Felarya designed ordnance it may have trouble getting a missile lock on said creatures. Cannons would still be super effective though.
The real problem an Aircraft carrier faces in Felarya is logistics, assuming you can build one in the first place.
walkingbyself Great warrior
Posts : 453 Join date : 2011-02-15 Age : 35 Location : United States
Subject: Re: The seas of Felarya Wed Mar 09, 2011 4:44 pm
Alright updated the Myrodia coast adding more thoughts and ideas to it. However I am probably going to have to go back threw and rewrite everything again thanks to a good catch by Anime-Junkie. Though I would like to continue threw with it however I am not trying to revolutionize anything so I am going to have to rethink my thoughts on the Shimmering Sea and go back and redo a lot. However it shouldn't be to hard to find a way to fix everything and still retain more prominent ideas I have. Now where to start...
Jasconius Survivor
Posts : 810 Join date : 2010-05-02 Location : Pit of Tartarus
Subject: Re: The seas of Felarya Wed Mar 09, 2011 9:30 pm
Subregion for the Shimmering Sea
Tethys Reef Danger: Normal Inhabitants: Mermaids
Tethys reef, unlike the reefs found in Topazial sea, is composed of a multitude of colorful sponges of all shapes and sizes instead of corals. Located along the southwestern coast of Imoreith tundra, the sponges found here are ancient indeed and some of which are believed to be thousands of years old. They can grow to be dozens if not hundreds of meters in height and encrust both the seabed and the crystalline towers that extend from it in great amounts, as well as fully smothering the many eidoron rocks that slowly float just above the seafloor, creating a constantly shifting biological maze in the process. Rich upwellings bring plenty of food and nutrients to this subregion, keeping the sponges healthy and nurturing a vast ecosystem rich in diversity. This in turn provides an excellent home for the various mermaids in the region who can raise their young here in safety.
Jætte_Troll Friend of the Jotun
Posts : 2769 Join date : 2009-02-02 Age : 32 Location : Over There
Subject: Re: The seas of Felarya Thu Mar 10, 2011 12:00 am
Another idea.
Henga's Fjord
Danger: Low-Hazardous Inhabitants: Jotun
Though there are numerous small Jotun settlements scattered along the fjords of the coast of Imoreith Tundra, Henga's Fjord is the most established and well known. The "town" is in reality mostly carved into the sides of the cliffs on either side of the Fjord, a network of tunnels running back into the rock. The caves are divided in "rooms" and "houses" that can be quite cozy, at least compared to the cold and stormy outside. On the tops of the cliffs there are a few small plots of land for farming tough scrubs, but most of the food here comes from the ocean. The Jotun here use the shelter the fjord offers from the stormy sea to build ships from the few trees in the area. They then use these ships to explore and trade for the many good unavailable in their isolated home. They also use their ships to fish and hunt, delighting in finding the most monstrous creatures to harpoon. Though isolated, Henga's Fjord is fairly welcoming to strangers, the inhabitants being interested in hearing stories of more distant places. The Jotun here often make the journey to Iracal Island, trading mainland goods for those found only on the island.
TheLightLost Survivor
Posts : 965 Join date : 2010-10-18 Location : Who cares anymore
Subject: Re: The seas of Felarya Thu Mar 10, 2011 9:44 am
I had forgot about the Jotuns. I'm not sure how the Torinians interact with others, including the Jotuns yet. I suppose that they would all have a good relationship as long as no one has a strong dislike for the Harpies of that area.
Oldman40k2003 Moderator
Posts : 661 Join date : 2007-12-08
Subject: Re: The seas of Felarya Fri Mar 11, 2011 11:53 pm
walkingbyself wrote:
Well Sean in the deeper parts of the sea yeah your right it wouldst be feasible to find "intact" wreaks of sunken ships. However (I will go on an assumption here) I would believe that the Shimmering Sea doesn't just take a sudden drop to crush depth once you leave the shoreline. But will act like the rest of every known body of water where the land will steadily decrease till it hits the continental shelf and then drop to crush depth. Also I am not an expert on oceanography and will never presume to think I am. And if I do can someone please point that out and I will correct my mistake.
So in theory you could find possible wrecks closer to the shore and underneath the water at some truly astonishing depths tat push the crush depth limit though anyone trying to look threw anything older then say a year? Would find something close to what the Titanic is. As the sea claims it and turns it into a reef and the metal will have rusted so far that it is barely there and is instead replaced by coral taking its place?
I think there is a fundamental misunderstanding of what happens to ships when they sink, and what "crush depth" means. When a ship sinks, it gets deeper and deeper in the water column, and so the pressure on it increases. Any enclosed spaces will contain air at sea level pressures, but the water surrounding it is at higher than sea level pressure, and this difference in pressures must be taken up by the container (IE: the hull surrounding the closed space). At some point the difference in pressures will exceed the ability of the container, and either a hole will tear in the container, letting the water in and equalizing the pressure, or the container will collapse until the pressure inside is equal to the pressure outside, or until the new shape of the container is able to deal with the pressure differences.
But this only happens if there are enclosed spaces in the sinking ship. If all the spaces are open, the air leaks out as the water leaks in, and then the now water filled ship sinks to the bottom, essentially regardless of the pressure of the surrounding water. This is because without an enclosed space, the pressure inside the ship is equal to the pressure outside the ship, so there are no crushing forces.
Submarines have a crush-depth because they are giant steel cylinders filled with air at surface level pressure, and they have a finite ability to deal with the pressure differences between the inside and the outside of the submarine. Once they exceed that ability, the submarine either tears a hole or compacts ("gets crushed").
The only thing I haven't yet covered is what happens to the actual material that makes up the hull of the ship under high pressures. If that material is iron or steel, the answer is that essentially nothing happens as it gets deeper and deeper. Technically it gets a little more dense, but you're going to need some very fine measuring tools to discover the change in size because of that. I think nothing much happens to wood either; while it is less strong, under high pressure the water should just break in to any low pressure spots in the wood, without really affecting its overall size. More exotic materials like styrofoam will undergo stranger changes; I know that under high pressure some styrofoam like material will shrink to half its size.
So in other words, unless a ship is very air tight, or made of some really strange materials, or is sinking to impossible-on-Earth-like-planet depths (where there are confounding factors, like high pressure ice), it will come to rest on the bottom looking like it did when it was on the surface, pretty much regardless of its depth. (I have ignored one important factor though; depending on the mass and shape of the ship, it may pick up a great deal of speed on its journey to the bottom, enough in some cases to cause the hull to tear itself apart upon impact with the seabed, or even while still falling!)
Zoekin-3 valiant swordman
Posts : 188 Join date : 2011-02-13 Age : 53 Location : New Zealand
Subject: Re: The seas of Felarya Tue Mar 15, 2011 7:09 pm
I really enjoyed reading your post Oldman. It was very informative but not too hard to understand. I remember seeing that experiment with the styrofoam cup on tv.
I guess it is possible for some highly advanced craft to explore the depths of Felarya's seas in the future and I for one would love to see what they discover.
walkingbyself Great warrior
Posts : 453 Join date : 2011-02-15 Age : 35 Location : United States
Subject: Re: The seas of Felarya Fri Jan 27, 2012 6:33 am
HOLLY FISK BISCUITS! Well it certainly has been a long time since anyone has touched this so I guess I'll make a return to my old haunt for a short minute or two.
But back on topic. I'm surprised that after all this time no one has thought of or if they have has not made mention of or posted any ideas or material for the body of water to the south of the Felarya main land. So I'll just go out on another wing and start another Mini-thread inside of this thread for it. That is if no one has any objections to me doing the same thing as previously with the Shimmering Sea Before moving Ideas to a separate thread. At the moment me and Solomon are working together on some ideas for that body of water which has by and large managed to unnoticed and unspoken of for what feels like an obscenely long time now.
Also a question to all. Is it already some unsaid rule that any large body of water that connects to the sea's or oceans should maintain something to being related to Jewelery and Gems and other precious minerals found on land?
Also seeing how Felarya being the wild untamed magically infused world I don't think its to far out of the question for things such as water spouts that have enough size force and sustainability to lift creature such as Leviathans and Kraken Chalaenas to exist or Maelstroms that are able to sustain themselves indefinitely.
Well that's all I have to say for now. Either myself or Solomon will be posting something up on here soon enough. Until then stay wet!
Archmage_Bael Mara's snack
Posts : 4158 Join date : 2009-05-05 Age : 35 Location : Shatterock Caldera
Subject: Re: The seas of Felarya Sat Jan 28, 2012 12:48 pm
I've thought about it briefly when coming up with my own idea, a region that is at the southern tip of the current Felaryan continent. It's in my idea thread, near the bottom, called "Land of the Mirror Sky" or something along those lines.
Well, as for treasure I think it would be cool to have it, but I don't know how many people actually risk sailing in the open sea, and if Felarya's mainlands are any indication of danger, I shudder at how the far reaches of the Felaryan Oceans look.
walkingbyself Great warrior
Posts : 453 Join date : 2011-02-15 Age : 35 Location : United States
Subject: Re: The seas of Felarya Thu Feb 02, 2012 9:00 am
The following is what me and Solomon have come up with so far. These are not the finished products and are still being reworked and reworded. We have a few other ideas to add to the sea to the south but for now we would like to show what we have come up with. So without further ado I give you:
Amethyan Sea (Walkingbyself/ Solomon) Inhabitants: Chalenas; Mermaids; Sea Slug Girls; Icthys; Actiniaes; Oceanic Nagas; Sea Krait Nagas; Various other non-sentient creatures Danger Level: Normal - High Subzones: Razor Reef (Solomon); Icathy Islands (Walkingbyself)
Spoiler:
The Amethyan Sea is the vast body of water to the south of the Felaryan main land that stretches from the Topazial Sea to the Shimmering Sea. It is named the Amethyan Sea for the violet hue that looks similar to that of an Amethyst during the rising and setting of the sun. Out of the three known sea's the Amethyan is by far the largest of the three with islands as large as or larger than the fairy kingdom and Coral Reefs the size and magnificence of which dwarfs anything previously seen. A place where one is likely to meet the great Leviathan Mermaids or the mighty Kraken Caelias as they ply the vastness of the water making way between the East and the West. And where the farther you get away from the main land the more erratic and unpredictable the seas become. Many an unfortunate mariner meets their end as that small unassuming cloud in the distance turns into a giant Hurricane and wind swept Tsunamis abound appearing in hours if not minutes with little to no warning. Where the sighting of water spouts thousands of feet high and maelstroms hundreds of feet wide and countless leagues deep soon become common sight the further out you go. Yet despite these dangers there are many a merchant fleet that dare these waters for the wealth to be found in trade from the cities of the Topazial Sea to the cities of the Shimmering Sea.
Razor Reef (Solomon) Inhabitants: Actiniaes, Mermaids, Nihlmarreths, Various species of corals and fish. Danger Level: Normal - High
Spoiler:
Located just between the center of the Amethyan Sea before you encounter the great storms, Razor Reef is a massive coral reef that is home to colonies of very organized Actiniaes who just cover almost the entire reef. At first glance a human would think this place would be a death trap, however this isn’t the case at all. The Actiniaes actually in spite of their venomous nature, are very laid back and easy going towards humans and most other races and would never see any of them as food (though there are some exceptions) the little special mermaids who live around Actiniaes are very useful in helping send messages, and to help with various other tasks around the reef and make up most of the local population other than the Actiniaes. One of these tasks the mermaids are given is to identify friendly vessels from dangerous vessels, the reason why the danger level varies is because the Actiniaes have a peace treaty with many of the islanders that live on the many islands close to the reef, and in the Amethyan Seas.
The treaty protects most small races like humans from the colony and allows those races to use the safe passages in the reef, in order to move through safely, however anything over the 12 foot marker that isn’t careful or gets too close to the reef had better watch out, the Actiniaes do not take kindly to other predator races at all. Especially sea slug girls who tend to see the reefs colonies as an all you can eat buffet, however the humans and most other races that live close to the reef like the Actiniaes special mermaids will drive off any sea slug girls on sight. The reef is also home to a colony of Nihlmarreths, who help trade goods between the islanders and the Actiniaes, they also are one of the few races that like their Actiniaes neighbors strongly dislike the sea slug girls and live in the reef for safety.
The reef itself gets its name from the odd razor coral that as its name suggests, is razor sharp coral that is extremely dangerous, it is one of the reasons why most predator have difficulty trying to enter the reef. Most of the corals in the reef are known for their mysterious magical properties and the wealth one can get from harvesting this coral can set a person for life, however there are several draw backs to attempting to take the coral. For one finding just the right corals to take can be very dangerous, because not only are some species of the coral highly poisonous, some of the corals are actually able to eat living things which does include humanoids. Apart from the dangers of not just finding the right corals, the locals do not take kindly to those who would deliberately damage the reef and steal any of the coral will not have it easy around the reef, and given how the Actiniaes are spread through nearly the entire reef. Trying to steal and of the coral is usually a very fatal or short lived experience, however this doesn’t mean it’s impossible to get any of the coral, if an Actiniaes is in a good enough mood their usually more than willing to give some coral to family or a friend.
At the very center of the reef is something very special, a very giant Actiniaes lives in the center and acts as a chieftess of sorts, she is said to be the very first Actiniaes to have grown up in the reef and from her all the other Actiniaes began to grow throughout the reef. Her duty is to maintain order and keep the reef organized, she is on fairly good terms with humans and as tokens of peace she is usually given big fish and presents to show respects for her, usually the chieftess will give jewels or shells of some kind (that her mermaids give to her) to those who give her gifts in order to show her own retrospect’s towards those people.
Icathy Islands (Walkingbyself) Inhabitants: Ichthys; Humans; Demi-Humans; Mermaids; Fire/ Magma Elementals Danger: Low (Icathy Island) Normal - High Areas of Note: Icathy Island
Spoiler:
The Icathy Islands are a group or chain of islands of various sizes leading out to the "half way" point between both the Shimmering and Topazial Sea's as well as the relatively "safe" zone provided by Razor Reef that is a little further to the North of the Islands that acts as a natural barrier that stretch's for miles in either direction. Though the Icathy Islands are a "chain" of islands they are more accurately a chain of active and dormant volcanoes though most of them barely rate any notable size or usefulness due to volcanic activity there are a few that are worth mentioning. The volcanic activity of these islands also acts as a barrier of sorts as many of these islands are still quite active and not all of them are visibly above the surface so the few active volcanoes that are large enough to breach the water’s surface will fill the air with ash that keeps out all but the most determined Harpy and will normally cover the few ships that ply the water ways between the islands in darkness or near darkness as the ash clouds blot out the sunlight and provide decent cover. While those volcanoes under the seas surface erupt letting loose their poisonous gasses free into the water and if that was not deterrent enough the ever hot magma that comes up from those under water volcanoes is hot enough to raise the water to boiling temperatures that makes it hard for most creatures that live under the sea to get close to the islands from the southern or outer edge of the island chain as the more active islands make up the most of the islands to the trailing outer edge both above and below the water. With these volcanic activities one would wonder why any sea creature would hazard these islands but it is these very hazards which make the Icathy Islands so desirable to those that would approach it but from the East or West but not the North or South.
The main and largest of these islands Icathy has a large colony of Ichthys that live in its waters around as well as on the island attracted to the safety offered to them by the natural barriers all around they made their homes in underwater cities made from extinct and empty magma tunnels that have glowing crystals inside the tubes to make some truly breath taking naturally made sights. On the islands surface the Ichthys act in rather similar manner to humans in port cities found elsewhere but here they trade the stuffs they find and trade between the Messenger Mermaids of Razor Reef with the humans that have made Icathy Island a true marvel to behold in its farming produce.
Icathy Island due to its rich soil from its previous and current volcanic activity makes its soil extremely rich for plants of all varieties to grow and as part of an agreement with the Actiniaes of Razor Reef the human and Ichthys have agreed to provide some of the rather unique and diverse land based foods. Though the idea of a farming island sounds preposterous at best the human inhabitants have managed to make a living from farming and trading their produce with the Ichthys and by trade with them with the Actinaes of Razor Reef and forming a strong lasting agreement with them. This agreement of shipping produce from the islands to the Actinaes as well as some other items has led to the two groups coming to the point where there are a few Ichthys or humans that are allowed to approach the reef and harvest Razor Coral.
Also due to this agreement and many years of somewhat peaceful living the inhabitants of Icathy Island are able to make occasional trips with vessels laden with foods and the precious Razor Coral to various ports in either the Topazial or Shimmering Sea. However the with the Topazial being a lot closer trips to the Shimmering Sea are a lot more rarer but are highly profitable due to the time between trips between the Icathy Island and those ports in the Shimmering Sea. However the trips to either seas is perilous as the Razor Reef does not extend all the way to either sea it only provides a small as compared to the sea it is located in area of respite from most of the giant predators found in the Amethyan Sea but not the random weather currents.
Though it is relatively safe near the Icathy Islands (your still liable to find yourself or your ship being preyed upon by the occasional Giant Mermaid or Chalaena that finds their way into the safe area provided by the volcanic islands and Razor Reef.) the random weather patterns are still a hazard to all as flash tsunamis from erupting volcanoes underwater create towering walls of water that will capsize nearly all forms of water borne vessels. Or the ash clouds from above prevent even the most seasoned navigator to note all the reefs or shallows that may beach a ship or tear its hull open wide. Even on the island's themselves it is not entirely safe as there are still Fire or Magma Elementals that live in or around the constantly active volcanoes and poses a very high threat to those that approach the islands. In fact the main island Icathy has an entire section that is still partially active as magma constantly comes out from the active volcano expanding Icathys land mass in one direction making it larger. But due to the heat and constant Magma Rivers above and below the unstable ground there are always elementals to be found near there so the human inhabitants leave that area well alone least they garner the ire or attention of those wild beings.
malssvelk Tasty morsel
Posts : 5 Join date : 2012-02-15
Subject: Re: The seas of Felarya Wed Feb 15, 2012 8:18 am
I’ve been reading the wiki and this topic and was wondering what your opinions are on this idea.
There is a substantial problem with logistics in being able to support a human navy or air-force but this may prove a solution to that, this idea is based around steam-punk tech so before i elaborate more on it would like to know if that is an acceptable fantasy for this plane. now i’m not planing on having this new faction be expansive and only be more of a neutral faction that stays only in the Topazial sea area and only visit the other islands and coasts as needed.
future plans i was thinking of were: -adding another semi-sentinel faction for the island of Shillapo -and a (on paper) safer means of air transportation but would not intentionally conflict with the Jet bike organization (if it would then it can be removed)
some reasons for adding this are: -more fluff to the sea areas -a means for explores, adventurers, what have you, a way to the sea floor with out relying on the leviathan meremaids, risky diving gear, or buying hazardous items from Gunther. As well as items designed to function under the crushing depths of the ocean, well not necessarily the very deepest parts(that would cost extra).
some other notes are that the faction will not be xenophobic, nor will they openly start attacking without provocation and/or justification. Also that they have a strong hold located on and under the see floor. They have ways of preventing magic being used against them as well as being able to cast only beneficial spells like lay on hands or protection from (x), and a few others from the other schools.
they do come from a primarily water world, hence the steam tech, but i can explain why they are still regular humans later.
as I said i was wondering if this would seem like an idea that could work in Felarya and if so if you would also add input and or critique. the reasons for not posting this idea in detail is I'm still refining it and if steampunk , an undersea human city, or any of these ideas don't fit, i didn't want to waste any ones time with a wall of text.
walkingbyself Great warrior
Posts : 453 Join date : 2011-02-15 Age : 35 Location : United States
Subject: Re: The seas of Felarya Wed Feb 15, 2012 9:07 am
Actually I believe it is possible to support a navy in the waters of Felarya it just wouldn't be one similar to those you would see here on Earth. In fact I believe there is a place in this thread or else where on the New Ideas Forum portion where they discussed possible vessels in Felarya.
I would imagine "Steam-Punk Tech" would be acceptable, my only issue with the "Steam-Punk Tech" is that it sounds a little like the Dwemer's from the Elder Scrolls. Though I for one would be glad to see more "fluff" and more idea's for Felarya's seas and would like to read your ideas on what could live on and in Felarya's seas.
A little heads up ideas work better if you find ways to mesh them with currently existing ideas whether they be in Wiki or not. Also in regards to fears of big walls of text's in the "Others" button you find along the bar over where you type is a nifty feature that if you select said wall of text and go to the "Others" button and see the little world "Spoilers" you can enclose that wall of text in boxes that you can open and close when you click on them.
How to make Spoiler boxes to hide scary walls of text:
Step One: Select big scary wall of text that you wish to hide yet still allow others to read. Step Two: On the bar above the text box click "Others" a drop down box will open. Step Three: Click the word "Spoiler" and your done.
Also a word of caution when making or describing a city. Make sure you include how and why it hasn't been turned into a "all you can buffet" for predators. Whether it be magical, technological, natural, or Steam-Punk or any combination of the sort just be sure to add the how's and why's that aren't to out of this world mind blowing. Or they could be. I never can tell but I have my own theories which I shared so feel free to use or ignore or do whatever you wish with them. I wish you luck and hope to read more.
Ah! One last thing I can't stop myself from adding. Don't seek to try and control the sea as the second you think you have mastered it you will find that it quickly changes all the rules on you and you'll soon find yourself inside a Mermaid or Chalaena or some other sea creature. So treat the sea like you would a woman and pray to the powers that be that you don't find yourself inside something big and hungry.
malssvelk Tasty morsel
Posts : 5 Join date : 2012-02-15
Subject: Re: The seas of Felarya Wed Feb 15, 2012 1:24 pm
thanks that, that spoiler thing is rly nice. also i never rly thought of the dwemer thing, interesting.
Anyway here's what i've got so far:
The Citadel is a testament to the perfect defence. From the hardened domes to the massive defence towers, its stands against the odds and says “Just Try.”
Spoiler:
The Citadel is not one massive structure but a combination of different sized domes and structures. The domes very from size due to the different requirements each one hast to fill, from the massive hanger to the large farms and animal pens to the small houses for officers and horned guests. Even with out the defencive structures, the domes are quits hard to destroy or even dent them, mainly due to the fact that 99% of them are under ground. The only domes not under ground are observation/recreation domes. The other reason is the versatile adaquantium used in all the structures. However, one does not simple go up to a dome and start bashing at it with out first passing the gauntlet of turrets and other defencive buildings. The defencive structures are very numerous and have much more armor then the domes. The few know one are as follows, tesla cannons, thermal coils, torpedo launchers, various projectile launchers, and The Ring. Not to mention the large fleet of submersibles that would swarm you like angry bees... angry bees that fire exploding stingers, electricity, and any manner of very hurting things. So this doesn’t seem like a problem, then lets say you manage to crack open a dome or even a turret, congratulations every one has probable evacuated it by now and you now have to break through a 5 foot thick bulk head made of heavy adaquantium which is at the junction of ever tower and dome, oh and deal with all the towers, ships, and other fun things you passed on you way in. Have fun.
In regards to gaining unforced entry, or even being allowed to come within The Rings parameter, is dependent on acquiring a sponsor from a highish ranking member of the Scythe.
Two note worthy structures are the hanger gate and The Ring. The gate is a massive 1x2 mile door 50 foot thick bulk head that can close in approximately 10 min.
specs on some of the tech
Spoiler:
The Ring is, well, a giant ten mile in diameter ring around the Citadel, it constantly emits a powerful emp field inside its parameter and around 100 yards up, while non-lethal is quite uncomfortable to anyone passing into it and lethal to any vehicle not from Scythe origin. It is powered in section so if some one wanted to take it out of the picture, they would have to completely destroy it entirely.
Tesla cannons work by a rotating metal film creating a supercharged static charge that is then aimed using the focal point at the end of the cannon. this static charge is no mere zap, from rubbing you socks on the carpet, its capable of cracking metal, melting flesh, and burning bone. Its effective range is between 20-100 yards, but its is still electricity and can on rare occasions completely avoid its target for random reasons. With regards to under water combat they instead use a harpoon to connect with their target.
The thermal coils work by super heating metal plates and creating a super heated wall of hurt going around 250 - 400 yards up depending on the temperature and current of the surrounding water. These surrounding all external structures including The Ring. However they are more of a deterrent then an actual weapon
Adaquantium is a growing metal found on the the planet Orta. While in its natural form its grows about as fast as a tree, it will not grow once clipped from the root. The Scythe faction however, has developed small chips the call ‘Bios’ that can induce and speed up growth , and program it to only grow in to a certain form, I.E. the walls of a dome. These Bios are very well protected, and are never allowed to any one out side of the faction. Adaquantium grows in three types dubbed heavy, regular, and light. regular is simply called adaquantium while the other two have their type place before adaquantium. The heavy is mainly used in tanks and doors because while stronger, it grows slower and is much heaver. Regular is used in almost all other construction, from buildings to battle armor. The light grows the fastest and is remarkably light, is mainly used to reinforce other material like glass, but it is also used in airship construction. Every version of the metal can with stand the crushing depths of the deep ocean and still be able to with stand massive amount of physical punishment. Do to the growing trait of adaquantium it is quite oxidation resistant, but when stagnate it will still rust.
Volt boxes are used in every suit, building, and vehicle of the faction. They very in size but all have the same function, to absorb and redistribute electrical energy. They work essentially like a battery but more complex, as they can not store the energy them selves. They are generally wired in next to the engine and by attaching cables at various key points in the structure in question. They work by absorbing electrical energy from a source ( I.E. The Ring or tesla cannon) and then dissipating it so the electrical devices and crew are not harmed. These devises are never allowed to falling to non-faction hands since doing so could potentially ruin the usefulness of The Ring.
Spikes are a device that goes around the forearm of the user and acts as a PDS, named because of the ‘spike’ used to connect with terminals to input collected data. they do not have a wifi ability but can be mounted with a wide verity of senors to collect data. To keep them charged while not at a terminal they have a crank to charge the power cells. In addition to the add-ons, the spike comes equipped with a discharge feature that acts as a mini tesla cannon and can be continuously discharge so long as the persons arm doesn’t get tired... The devices them selves are not terrible important to the faction, the information that can be on them is, as they are typically only used by officers and the R&D teams.
Purity Seals are magical items designed to repel magic. They are place in and on almost everything made by Scythe. Their strength depends on how strong the mage or preist that created it and how much time was put into it creation.
Glob is a thick rubbery substance used to coat the buildings and ships as way to prevent oxidation of the adaquantium, as well as being an extremely efficient insulator. Its made of both natural and artificial compounds that is not water soluble and is extremely resistant to friction and extreme temperature changes. It is capable of with standing temperatures as high as 2000 c and as low as 130 c. It is applied by spraying a ‘glob’ of it on the surface in question, then smoothing it out. It will then adhere to the surface while letting its exposed side be touched with out sticking to any thing. Since it is meant to be used in harsh environments it is about as bio degradable as plastic, but is is non toxic, while not advised, can be ingested with out harm to you body save for the possible bowl obstruction if a large enough piece is consumed.
Mk1 Hydrogen engine is the second smallest version of hydrogen engines, mainly used in smaller vehicles and larger power suits. It works, as all hydrogen engines do, by taking clean water and separating the oxygen from the hydrogen, this act, while it takes energy also creates energy that is used in the process . While in this state the oxygen is then moved to holding tanks and the hydrogen to others. The hydrogen is the sent to a combustion chamber that uses huge pressure to ignite the hydrogen gas and power the pistons that generate the power. The excess heat and steam are then vented out of the system so as no not over heat. The oxygen is used in the process but only in bulk for slowing down a vehicle, the rest is used a an air supply for the crew. In regards to separating other matter like sand and dirt, there is a special chamber in each engine that, once the engine is going, takes surrounding water and filters it, while some pistons push the remaining debris into pipes that remove it from the system. the MK(x) merely shows how big the engine is with the higher the number, the larger the model, there are some exceptions.
some background info
Spoiler:
The Scythe faction was the greatest military organization on Orta until the Great Betrayal happened. They where not conquers nor where they loyal to one tribe. They were and are a mercenary organization, however they follow a strict code of ethics and will always fulfill a contract. Exceptions are only valid if they believe they are being tricked or betrayed. They do have families in the Citadel but there main source of possible initiates are from neighbouring populations. Becoming a member is the same as earning ranks and prestige in the faction, having spent time and completing trials by fire. Any only is eligible to join but not every one passes or survives the trials. It is expected that each member be in peak physical condition as well as be unflinching in the face of danger. The faction before the Great Betrayal was very suspicious of others out side of the faction, so after it they are just that much more so, but this doesn’t mean they would want your business just that don’t walk behind them or make sudden movements in their presence.
The Great Betrayal was when the other waring tribes and factions of Orta decided, that since Scythe would never bow to any one of them and refused to share any of its tech secretes with anyone else, they should all storm the Citadel and reap the benefits of the plunder there in. Now Scythe could have dealt with this problem but the other world powers were not fools they took years of planning and propaganda but eventually made Scythe look like a terrorist organization and that eliminating them was a justified cause. With essentially the entire planet barring down on them the Scythe faction used a scroll they had accidentally created while trying to find a faster way of travel with magic. The spell, called ‘Roulette’, wiped the mind of its creator about its function, but with a few years to study it, the mages involved determined that it would transplant the Citadel The Ring and every thing in between to another suitable location not on Orta. It did this by switching places with the new location in question and the Citadel. How ever since is was such an enormously powerful spell there was a choice on which location the discharge would happen, well it wasn’t that tough a decision.
This is still a rough draft so for now here's some bits of it. thanks for input.
Last edited by malssvelk on Fri Feb 17, 2012 8:00 am; edited 1 time in total
walkingbyself Great warrior
Posts : 453 Join date : 2011-02-15 Age : 35 Location : United States
Subject: Re: The seas of Felarya Thu Feb 16, 2012 9:00 am
Okay so rough draft. First there is no such thing as the perfect defense just like their is no such thing as 100% efficiency. But some of your ideas I do find rather interesting if needing a little more refinement.
You idea for Adaquantium is interesting especially in how it develops and grows. Though I can't get the thought of Yorik Coral used by Yuuzhan Vong in the later books of the Star Wars Universe sorry showing my own inner nerd there. The idea behind it sounds exactly the same in manufacturing and use. So not sure if you got the spark of the idea from that or came entirely up with it on your own and I am simply drawing similarities from my own book reading. Also how does your Adaquantium deal with Oxidization (i.e. rust) from being submerged underwater for indefinitely or near indefinitely as they would make vessel's to surface as well. I take it the fast as a tree growth is for the light version of Adaquantium?
Thermal Coils are another good idea for a defensible structure. But it sounds like it would also cook the inhabitants inside it. Also with metal if you heat it up and then freeze it over and over its going to start cracking and eventually break on its own from the extreme heat created by the coils and the extreme cold of the sea depths around it. Not sure if your Adaquantium is able to resist those sudden shits in extreme's but in most cases of metals that is a major weakness same with oxidization.
Volt Boxes... here you might have an issue with them unless they are being charged by another version of your Tesla Cannon or an incredibly large lightning rod going from the sea floor to the surface which is one hell of a weakness and not very useful or reliable. Last I checked there weren't any electrical storms underwater unless they are taking in the ambient magical energy and converting it to electrical energy. And you don't need to have them disperse energy into the ground if they are being used to charge everything around them. So why not have them linked or connected so that they can pass electrical energy between them rather then having one central point for each group of items? That way if there is maintenance being done on one Volt Box you don't suddenly lose all power or if you lose a Volt Box for whatever reason you don't have weak point in your defenses. Yes it would lower the out put of them to link and share power should one of them go down. But you wont lose functionality of a defense point immediately after the loss of a Volt Box. And they don't have to be permanent connections they could even be able to cut connection between Volt Boxes and the areas they power if the energy available to run the defenses properly drops below a certain threshold.
Your Tesla Cannons good on paper and land with open air... but not underwater. I would imagine that if they did actually discharge anything it wouldn't be a bolt of lightning as you would imagine it but rather just electrify the immediate area around it. Or they could use harpoons with cables that are connected directly to the Tesla Cannon and would give you your lightning bolt under water. Although you would still have dissipation due to the water around it but with the metallic wire you can direct the energy flow to a target more accurately and if you insulate it against the water you can almost have 0 electrical dissipation.
Spikes weaponized wrist mounted PDA's much?
Purity Seals... by chance do you play Warhammer 40k much?
The Ring that is certainly a big structure. I would imagine it gets most of its power from those Volt Boxes. EMP's aren't lethal to machines they simply disable them (I might be wrong). And a ring of metal 10 miles wide with a 5 mile radius... I hate to be the guy that has to maintain that thing. Also it seems a bit unnecessary to have a massive metal structure that big. I don't know it's just me but maybe you might want to rethink this one unless someone else can point out ways to make it work or improve it.
Also the door/ gate that big closing in 10 minutes.... I am not sure what mechanics they use or what not but something that big and that heavy would take much longer then 10 minutes I am not a numbers cruncher so I am sorry if I sound rude but no. Again with the size of it you might want to consider down sizing it by a lot that way you can keep your 10 minutes closing time.
Now that is over with these ideas all have potential they just need to be reworked. Thus why we have rough drafts and places like this to talk over them. Thanks for sharing your ideas with us all.
malssvelk Tasty morsel
Posts : 5 Join date : 2012-02-15
Subject: Re: The seas of Felarya Fri Feb 17, 2012 8:33 am
No i didn't even know about the coral when i thought of Adaquantium, i should get back to reading, and the growth rate is still something im thinking about, i just wanted a realty renewable metal source so mining would be needed.
I was picturing the thermal coils working like hydrothermal vents but with out the large amount of toxic substances.
The volt boxes are not a power supply, their meant to protect against the emp of the ring and other electrical weapons from the world they where from. They are also kind of like a key card for any one trying to get into the Citadel, well any one that needs a vessel to get to it.
The spikes are still kind of iffy i guess, i was thinking of an item for the tech people who use them to have a back up means of self defense since they wouldn't care the larger weapons of other members. And because I like having redundancies for just in-case.
<_< >_> yes, i love the warhammer 40k universe, but i sometimes get rly mad at how the derp the imperial guard in games. I know there the weakest but then give them more numbers or cut costs, idk :/. Also I'm not very good at making names, as most of these where made with my friends help.
An emp can destroy electrical equipment but if shielded then one emp won't generally effect them, that's why the ring has a consent effect (still wondering if it should strobe or just stay constant) so it renders and protection, save the volt boxes, moot. So it won't actually destroy the vehicle but with out any power the crew is done any way.
The doors size will make sense later, and as for the speed it seemed like a good one since the fastest person ran a mile in 4 minuets, then I thought that large pistons and the fact that the door is lighter under water, would be about a 10 open close time, still i'm not an engineer so it was more of a guess.
thank you for the input.
I've updated Adaquantium, Volt boxes, Tesla cannons, and added 2 new items in the tech section.
Solomon Marauder of the deep jungle
Posts : 416 Join date : 2011-03-28 Age : 42
Subject: Re: The seas of Felarya Tue May 01, 2012 10:41 pm
I wonder why no one has said a thing about the idea walkingbyself and me worked on?