Isekai Hell: Continental Lake
Thu May 02, 2024 2:43 pm
Isekai Hell - Continental Lake
The centrally located lake that's as massive as some nations. It is located in the 2nd continent. Predominantly occupied by aquatic variants of beastmen, humans, and fae, all settlements are underwater habitats. Despite the habitats being large domed cities filled with fluid, their great desire to be an accommodating place for tourism means the fluid is breathable by surface dwellers. Ever since the recent era of peace on the 2nd continent, the lake nation has been making big strides to be one of the largest tourism destinations on the continent. Every year, thousands of passengers ride massive fish vessels to the dark depths where the cities lay on the lake bed or in deeper fissures. They do not experience seasons in the same way due to being so deep in the water, so they have no off season. Their seafood is about as unique and fresh as it comes and they have all manner of unique flora and fauna they cultivate very all manner of accommodations. Borrowing from The Duchy, they have made strides in the music and entertainment industry, leveraging their aquatic homes to add special effects and distortions to the entertainment that make it one of a kind. They are a tame subset of the undersea nations that spread into the greater sea beyond the lake. They are attacked by monsters due to the ocean depths also accumulating manna, but not nearly as much as the deep ocean settlements in the great sea. Visitors are encouraged to keep an eye on their possessions during their visits, however, due to sea dwellers following a strict finders keepers policy that seems to not give them criminal titles.
Country - Continental Lake
Country or nation is a strong word to use for the underwater cities. They govern themselves independently in city states but are allied against monsters and land dwellers should any incursions arise. Devoid of seasons and the passage of the sun, their days and months are governed by tides, currents, water flows, and the migratory patterns of the various sea life. Contrasting popular perceptions of the lake bottom, there is a very diverse biome on the lake floor of trenches, seaweed forests, vents and other geo thermal areas, extreme elevation differences from crushing depths to tight but survivable depths. Rumor has it much of the continental lake was dry land at one time.
Country or nation is a strong word to use for the underwater cities. They govern themselves independently in city states but are allied against monsters and land dwellers should any incursions arise. Devoid of seasons and the passage of the sun, their days and months are governed by tides, currents, water flows, and the migratory patterns of the various sea life. Contrasting popular perceptions of the lake bottom, there is a very diverse biome on the lake floor of trenches, seaweed forests, vents and other geo thermal areas, extreme elevation differences from crushing depths to tight but survivable depths. Rumor has it much of the continental lake was dry land at one time.
Population - ???
Census information is incredibly difficult to gather. Between the constant influx and exit of outsiders coupled with the aqua folks intense reluctance to numbered and counted, estimates put the population at minimum in the hundreds of thousands. However, some theorize it could be in the millions depending on how many underwater cities there are that are perhaps yet unknown to the surface or simply forgotten. Constructs are particularly few in number. Despite their resilience to the depths and not needing the breath in some cases, their inability to properly travel the depths they were not designed for keeps most away. There's also a fear of how the fluids may impact their inorganic shells. It's not clear who has greater sway under water among the beastmen, fae, and humans.
Capital - Crustanton
One of the biggest known under water cities, it was said to have once been a great city by a different name, but as since taken on its current name and guise as number one entertainment destination under the water anywhere. Takes days of travel by living vessels to reach. Surface dwellers are generally encouraged to eat a type of seaweed called "horgorh" which helps land dwellers experience fewer symptoms of sea sickness or other complications from deep sea diving and living. Unique to the city, there's a massive archive of preserved records of the old world back when Crustanton went by a different name and supposedly still experienced the sun.
Security
The lake cities enforce several checks before land dwellers ever get to their streets under the water. They must pass criminal and monster checks before boarding vessels and again with deeper inspections before entering any city through their port. The means to get to the cities by great fish is generally intentionally delayed and marketed as a luxury experience and acclimating period, but in reality, some of that time is to see if any individual aboard the ships is unfit for prolonged undersea exposure mentally. Some of it is also to give criminals and undercover monsters type to perpetrate criminality that may get them caught and expelled before they get to the cities.
Travel
The severe depths some of the cities find themselves at limits travel even for aquatic races. The pressure is too great to withstand without magical or biological supports above and beyond the normal. For this reason, travel of long distances is generally by great living vessel fish. Travel over short distances can be done by protected chariots and carriages pulled by aquatic animals. For relatively quick jobs outside, aqua folk may apply certain magics or don suits to manage tasks and errands before returning indoors. However, the last part is least common due to most citizens living inside massive domed cities that offer all manner of transports around. Most of which needs paid for unless you know a guy.
Factions
Noble/Leadership Faction - The Abyssal Court: Each city-state is governed by a noble ruler known as an Abyssal Lord/Lady. They're generally from the oldest and most powerful families within their respective city-states. All Abyssal Lords/Ladies convene at Crustanton for the Abyssal Court, a grand assembly that discusses and makes decisions regarding common threats, laws, and agreements amongst the city-states. Despite the united front they put up, there is a constant, fluid power play amongst the Abyssal Court, making them as treacherous as the depths they inhabit.
Merchant Guild - The Deep Trade Consortium: This guild holds significant sway due to their control over the distribution of goods both within and beyond the Continental Lake. They're primarily responsible for organizing tourism, from selling ride tickets on the living vessel fish to arranging accommodation and entertainment for the tourists. They also control the sale of unique seafood and other aquatic resources. They maintain a careful balance of power with the Abyssal Court, as their services are integral to the prosperity of the lake nation.
Church/Faith Groups - The Currents of the Lake: Spirituality amongst the aquatic folks revolves around the respect and reverence for the lake and the creatures within it. The currents, tides, and migratory patterns are seen as messages from higher powers. Various temples located throughout the city-states are maintained by different sects within The Currents, each focusing on a different aspect of lake life. These faith groups are deeply respected and often consulted by the Abyssal Court on major decisions.
Adventurer's Guild - The Trench Wanderers: Named after the adventurers who brave the deepest and most dangerous parts of the lake, the Trench Wanderers are often the first line of defense against monsters. They also explore unknown territories, discover new resources, and occasionally salvage artifacts from forgotten or hidden underwater cities. Their members range from brave aquatic folks to daring surface dwellers looking for adventure.
Thieves Guild - The Kelp Shadows: This group takes advantage of the "finders keepers" policy. They're experts in stealth, sleight of hand, and making the most of the lake's darker corners. While they're seen as a menace by tourists, the local population often turns a blind eye to their activities, considering them a part of life in the Continental Lake. The Abyssal Court is aware of them but tolerates their existence as they serve as a source of information and can be useful in delicate situations.
Entertainment Industry - The Song of the Depths: This faction has grown in power with the rise of tourism. Comprised of artists, musicians, performers, and more, they leverage the unique underwater habitats to create one-of-a-kind entertainment experiences. They often work closely with the Deep Trade Consortium and have a significant influence on the lake's culture and reputation.
Religion - Currents of the Lake
The "Currents of the Lake" is an animistic faith deeply embedded in the underwater societies, revering deities representing various natural forces within the lake. Deities include the Deep Mother, symbolizing the lake and life, the Current Master, representing currents and tides, the Vent Father, embodying geothermal vents, and the Seabed Sentinel, reflecting the lake bed's stability and fertility.
Worship practices align with daily and seasonal lake rhythms, with temples often built near natural features connected to the deities. Devotees partake in Current Dances, mimic the flow of water, leave offerings at geothermal vents, and gather for the Seabed Planting, a communal event for planting new crops. The faith encourages respect for nature, influences societal norms, and fosters a sense of community, acceptance, and a deep connection with the lake environment.
Economy
The economy of the Continental Lake nation is multi-faceted, largely driven by its booming tourism industry, unique underwater flora and fauna trade, and arts & entertainment scene. Tourism, facilitated by their breath-malleable fluid environments and unique aquatic entertainment, brings in substantial revenue, making it a top priority. Aquaculture plays a key role in local sustenance and provides seafood delicacies for export. Unique underwater plant and animal products, often not found elsewhere, contribute significantly to trade. Lastly, the entertainment industry, boosted by their unique aquatic performances, adds a creative and cultural dimension to their economy. Despite their thriving industries, a "finders keepers" policy creates an informal economy where lost and found items can become someone else's wealth, fostering a sort of underwater treasure hunting culture.
Capital - Crustanton
One of the biggest known under water cities, it was said to have once been a great city by a different name, but as since taken on its current name and guise as number one entertainment destination under the water anywhere. Takes days of travel by living vessels to reach. Surface dwellers are generally encouraged to eat a type of seaweed called "horgorh" which helps land dwellers experience fewer symptoms of sea sickness or other complications from deep sea diving and living. Unique to the city, there's a massive archive of preserved records of the old world back when Crustanton went by a different name and supposedly still experienced the sun.
Security
The lake cities enforce several checks before land dwellers ever get to their streets under the water. They must pass criminal and monster checks before boarding vessels and again with deeper inspections before entering any city through their port. The means to get to the cities by great fish is generally intentionally delayed and marketed as a luxury experience and acclimating period, but in reality, some of that time is to see if any individual aboard the ships is unfit for prolonged undersea exposure mentally. Some of it is also to give criminals and undercover monsters type to perpetrate criminality that may get them caught and expelled before they get to the cities.
Travel
The severe depths some of the cities find themselves at limits travel even for aquatic races. The pressure is too great to withstand without magical or biological supports above and beyond the normal. For this reason, travel of long distances is generally by great living vessel fish. Travel over short distances can be done by protected chariots and carriages pulled by aquatic animals. For relatively quick jobs outside, aqua folk may apply certain magics or don suits to manage tasks and errands before returning indoors. However, the last part is least common due to most citizens living inside massive domed cities that offer all manner of transports around. Most of which needs paid for unless you know a guy.
Factions
Noble/Leadership Faction - The Abyssal Court: Each city-state is governed by a noble ruler known as an Abyssal Lord/Lady. They're generally from the oldest and most powerful families within their respective city-states. All Abyssal Lords/Ladies convene at Crustanton for the Abyssal Court, a grand assembly that discusses and makes decisions regarding common threats, laws, and agreements amongst the city-states. Despite the united front they put up, there is a constant, fluid power play amongst the Abyssal Court, making them as treacherous as the depths they inhabit.
Merchant Guild - The Deep Trade Consortium: This guild holds significant sway due to their control over the distribution of goods both within and beyond the Continental Lake. They're primarily responsible for organizing tourism, from selling ride tickets on the living vessel fish to arranging accommodation and entertainment for the tourists. They also control the sale of unique seafood and other aquatic resources. They maintain a careful balance of power with the Abyssal Court, as their services are integral to the prosperity of the lake nation.
Church/Faith Groups - The Currents of the Lake: Spirituality amongst the aquatic folks revolves around the respect and reverence for the lake and the creatures within it. The currents, tides, and migratory patterns are seen as messages from higher powers. Various temples located throughout the city-states are maintained by different sects within The Currents, each focusing on a different aspect of lake life. These faith groups are deeply respected and often consulted by the Abyssal Court on major decisions.
Adventurer's Guild - The Trench Wanderers: Named after the adventurers who brave the deepest and most dangerous parts of the lake, the Trench Wanderers are often the first line of defense against monsters. They also explore unknown territories, discover new resources, and occasionally salvage artifacts from forgotten or hidden underwater cities. Their members range from brave aquatic folks to daring surface dwellers looking for adventure.
Thieves Guild - The Kelp Shadows: This group takes advantage of the "finders keepers" policy. They're experts in stealth, sleight of hand, and making the most of the lake's darker corners. While they're seen as a menace by tourists, the local population often turns a blind eye to their activities, considering them a part of life in the Continental Lake. The Abyssal Court is aware of them but tolerates their existence as they serve as a source of information and can be useful in delicate situations.
Entertainment Industry - The Song of the Depths: This faction has grown in power with the rise of tourism. Comprised of artists, musicians, performers, and more, they leverage the unique underwater habitats to create one-of-a-kind entertainment experiences. They often work closely with the Deep Trade Consortium and have a significant influence on the lake's culture and reputation.
Religion - Currents of the Lake
The "Currents of the Lake" is an animistic faith deeply embedded in the underwater societies, revering deities representing various natural forces within the lake. Deities include the Deep Mother, symbolizing the lake and life, the Current Master, representing currents and tides, the Vent Father, embodying geothermal vents, and the Seabed Sentinel, reflecting the lake bed's stability and fertility.
Worship practices align with daily and seasonal lake rhythms, with temples often built near natural features connected to the deities. Devotees partake in Current Dances, mimic the flow of water, leave offerings at geothermal vents, and gather for the Seabed Planting, a communal event for planting new crops. The faith encourages respect for nature, influences societal norms, and fosters a sense of community, acceptance, and a deep connection with the lake environment.
Economy
The economy of the Continental Lake nation is multi-faceted, largely driven by its booming tourism industry, unique underwater flora and fauna trade, and arts & entertainment scene. Tourism, facilitated by their breath-malleable fluid environments and unique aquatic entertainment, brings in substantial revenue, making it a top priority. Aquaculture plays a key role in local sustenance and provides seafood delicacies for export. Unique underwater plant and animal products, often not found elsewhere, contribute significantly to trade. Lastly, the entertainment industry, boosted by their unique aquatic performances, adds a creative and cultural dimension to their economy. Despite their thriving industries, a "finders keepers" policy creates an informal economy where lost and found items can become someone else's wealth, fostering a sort of underwater treasure hunting culture.
Creature - Prismatic Lobster
Location - Abandoned Island Town
Location - Crustanton, Library
An uncommonly found creature, with a prismatic shell that is considered a rare ingredient used in potion-making.
An odd Island Town in the Continental Lake, which used to be a thieves' hideout, but currently stands empty. Located on a key point between magical Ley Lines, good for teleportation magic. (Reference, [Isekai Hell] Faster than the Fastest)
The isle has since been reclaimed by adventurers and merchants wishing to do more lake trade free of existing port taxes. A portal was created within the town—making the trip to the island much easier. Residents of the ocean regularly visit for trade or brief vacations.
The isle has since been reclaimed by adventurers and merchants wishing to do more lake trade free of existing port taxes. A portal was created within the town—making the trip to the island much easier. Residents of the ocean regularly visit for trade or brief vacations.
A library found deep within the Continental Lake, located in Crustanton. It is sorted by signs, in [Beastial], which reveal the contents of each section in the library’s labyrinth of bookshelves. The library holds an assorted variety of modern leather-bound books, centuries-old scrolls and millennia-old tablets. Finding specific materials may require the help of the many library assistants.
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