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Doccular42
Group Admin

2224042

I'm going to assume that we're using the timeline

Founding->Age Of Discord->Age of Princesses-> Drowning.

I'll be making something clearer. These aren't the original founders, but rather direct descendants. I'll be changing the names of the political founders to clear this up.

Now, just to clear this up, this system was implemented after the flood, when the Theocratic Diarchy that the Princesses used as the main form of government for Equestria disappeared. It wouldn't make sense that they would form the government while the Princesses still ruled. I think I was unclear by using the same names as the founders. That was my mistake, so I apologize. I'll be changing the names, so hopefully that clears things up.

Masterweaver
Group Admin

2224291>>2224291 what he said....

Sparx
Group Contributor

2225271>>2226207
Right, was there anything other than the pegasi that needed to be altered?

2D
Group Admin

2208436

Unfortunately your entry lacked a lot of detail, even though the base concept is good. Myself and a few others on the council have taken note of it, however there is far too little information spread far too thinly. Like getting a speck of Nutella, and spreading it across the bread to a point where it might as well not be there. A such, I'm attempting to improve your faction. Here's what I've come up with.

The Ocean Lion Corporation

The OLC, or Lion Conglomerate, started out feebly; on the worn outskirts of Trinity's highest known landmass, Neschume. They began their existence as a faction much like how the Migrant Fleet did, a nomadic mass of people all gathered under a single banner. However unlike the dignified Longwings of the Fleet, the early OCL (known then as the Lejon Mawen Sammankomst, or LMS) were a group of tribal scavengers. Resources around Neschume were rare and demand was high, so they adopted a policy of Capitalism. Trading for items of equal value became the norm, although currency remained unused until later.

Soon they began to celebrate and even go as far as to worship Capitalism, seeing how it had saved their lives and 'uplifted' them as a species. They rallied under the banner of a Board of Directors, CEO's of the worlds first franchise business. Their society became a mixture of Capitalism and Polytheism, believing that worshipping gods of fertility, wealth and pride would lead to more successful ventures.

They are happy to deal with any and all species and sides that present a fair deal, however not all sides feel like cooperating. It's a well known fact that the Migrant Fleet attack the OLC on sight, believing their policies and religious views a blight upon the seas; likewise Scorn has hatred towards the Ocean lion Corporation, being allied with the Fleet. Goblins have nothing to gain by trading and instead prefer plundering the Ocean Lions, but it's known that the GEC will trade on occasion. The Remnant, Neschume Empire, Zebra and most underwater factions will do trade; however a lot of the OLC prices and products are unappealing, and often their business comes more in the form of negotiations.

The Ocean Lion Corporation know full well that airships and sea faring vessels don't grow on trees, and are costly to build, repair and maintain. That is why they go out of their way to haul in every vessel they can find, patch it up and declare it sea/air worthy. However the vessels they bring back are never repaired to their full glory, as they lack the ability to do so; being a very technologically underdeveloped race.

In order to make up for their lack in profits and technological flaws, let alone their large amount of enemies, the Ocean Lion Corporation have adapted a new business plan. They rent out specified boats for trade negotiations and peace councils, offering both sides equal military presence aboard the ship and none around -- moderators, if you will. However the prices for such deals are high, and not worth the payment unless under dire circumstances.

Their flippers/hooves and chunky bodies make the dream of air travel very unrealistic, so for now the OLC has decided to stick to the seas. They tend to use huge colony ships dragged up from the deep or found abandoned due to their uselessness. Sea travel leaves them vulnerable to the seafaring factions who despise the pollution caused by their colony ships, luckily the OLC were smart enough to arm their ships with protective measures -- such as primitive yet effective sonic charges, and small clunky security forces. Sometimes they use irregulars, but this can be seen as a dirty act and a break of oaths. The ships themselves are equipped with ramshackle eleven inch cannons, primitive yet powerful repellents; unable to target airships however.

The term 'irregular' refers to somepony, or someone who has been rescued by the Ocean Lion Corporation. Here they are bound into a string of oaths and made a fool of, tallying up a debt to the corporation and shoved into service to pad out lower ranks. Using irregulars for anything but ship protection is seen as a dirty and dishonourable act by all factions. Not that the OLC seem to care. While most Ocean Lions use the heavy back-mounted L-1's, some have been known to use the more expensive but better performing L-2's; while irregulars are stuck with whatever they came with, be it a shoe or a shiv. While one might think that their position would grant them access to more weapons, it actually decreases it. They are both unable to purchase advanced technology due to their shiftiness, and unable to adapt technology found due to their clumsiness and primitive technological know how.

Ocean Lion Technology and Equipment

Weapons:

L-1: The Lioness-One is the first combat ready weapon developed by the Ocean Lion corporation, similar to the Goblin Autogun in a few surprising ways. The OLC has succeeded where other nations have failed, creating a surprisingly robust and almost fully automatic gun. The weapon is fitted onto the back of one Ocean Lion, whilst a smaller Sea Lion sits behind the weapon -- acting as a gunner. The cranks are fairly easy to hold, even in their slippery flippers.

The L-1 can fire about one full clip before needing to cool down, otherwise the gunner runs the risk of overworking the weapon. Shots fire at a rate of around 120 per minute, and the clip holds a maximum of one hundred bullets. L-1 models fire rather thin bullets to compensate for the large coils within the ammo packs, and recoil from the gun. They have very little penetrating power, and are mainly used on flesh targets such as invading Naga. The reason the clip was capped at 100, is that the amount of time it usually takes a Sea Lion to reload, is usually just under the cooling period; meaning the guns are ready to fire as soon as the next clip goes in.


L-2: The Lioness-Two was the second and last combat ready projectile weapon developed and produced by the Ocean lion Corporation, sacrificing a few things in comparison to the earlier model. Whereas the first Lioness was nearing fully automatic status, the second is a single shot weapon -- firing two large shells in one go. The crank for the L-2 is much smaller and harder to operate, but rewards with much more fire-power. Whereas the L-1 had to be fired via a gunner, the L-2 can either operate under the same design or be fired by the 'backer'.

Attachments can be made, such as harnesses and levers, which allow the backer of the weapon to fire them standalone. However these modifications are rather pointless, because a gunner is still needed to reload and aim. Only one L-1 can be fitted onto an Ocean Lion, whereas three L-2s' can be fitted onto larger Ocean Lions. The L-2 fires compact shells more useful as explosives, dense charges primitively shoved inside brass casing. These rounds are unpredictable, as sometimes they detonate on contact with a surface, other times they detonate inside the gun and sometimes not at all. However they are extremely useful, penetrating up to two inches of most metals. The L-2 doesn't use a clip, instead the shells are slotted into the weapon using a Breech Loading technique.


L-3: The Lioness-Three was a failed prototype and has never been perfected, the Ocean Lion Corporation is unable to make the parts needed to perfect the design -- and too simple minded to fix many of the smaller issues that would kill the user, or break the weapon. As such, they are no longer in use or being developed -- and practically unheard of. A few early prototypes still exist, and sell for high prices.

Sonic Charges: These extremely basic proximity mines have little in the way of explosive power, detonating in a radius of around two meters and throwing shrapnel around five. However they are not designed for killing things, instead there are numerous small brass discs and cups within the charge -- and when they explode the metals are smashed together, creating a small but bitter sonic field which disorients a wide variety of ocean creatures. The effect lasts for around four to six seconds, and does no permanent damage besides the occasional headache.

Oceanic-Roars: An Oceanic-Roar, or O-R for short, is a surprisingly advanced weapon dedicated to taking out a variety of vessels. Although most effective against lightly armoured targets an O-R can take out a heavier target over time, and with the high amount that line Ocean Lion ships; that might be sooner rather than later. The massive bulky cannons are effectively a series of underdeveloped L-3's, but rather than firing bullets they fire metallic cones.

There are two barrels on either side of the seat used by the Sea Lion gunner, and their ammunition racks are twice as long; angled in a slope to keep the ammunition feed coming in. (Those below deck can be fed ammo by using gravity, those above have separate Sea Lions feeding ammunition.) The guns fire large metallic cones with holes/grooves across the body, giving them a sound much like a Naga's war cry during flight. (Thus earning the weapon's name.) When they hit a solid object like per-say the hull of a ship, the rounds punch straight into the hull; this method is crude but effective, and can punch right through lightly armoured targets. If this isn't enough to damage the hull, a peppering of hundreds will. However, they are short to medium ranged and costly to use.

Sea Faring Vessels:

Colony Ships: A colony ship is a very long and slightly wide vessel used to maintain a high number of Ocean and Sea Lions, irregulars are also found on these but far more uncommonly. They hold a number of salvage barges and smaller unused boats, mostly for sale or storage. Shops are commonly found within the building built onto the decks, whilst more important places and crew living quarters are found below. A group of colony ships can took like a floating city from far away, because they literally are. They can hold around eight hundred crew members each.

Scavenger Barges: Small tug boats used by the Ocean Lion Corporation to drag in bigger ships for dismantlement, these vessels are small and their quarters smaller. Each colony ship will have around twenty of these docked at a time, with a total docking capacity of thirty. Barges are crewed by around five and have quarters for the captain below deck, besides the stuffy engine room and hold.

Sonic Barges: Unofficial boats usually disguised as those for sale, these boats are deployed within deep waters as a sale tactic; but are actually much deadlier. Carrying between one to four hundred sonic charges each, these boats can do serious damage to sea creatures in deep water. But are also very dangerous, as even if the radius of a single charge is small, that of a few hundred could prove disastrous.

Species Specifics

Ocean Lions are hulking beasts of the seas, more like age old Walrus than their Sea Lion cousins. They have massive tusks which dangle from their mouths and scrape against the ground, very sharp and dangerous. Their skin is a very thick dark grey coating, two inches thick. Covered in armoured plates across their spine and most of the upper back, this is where weapons would be mounted. Eye colours range from green to brown, but otherwise stay a mixture of the two.

Ocean Lions, while brutish and strong, are incapable of operating equipment alone. This is because their bipedal nature has evolved in a way which leaves them little in the way of dexterity, their legs being huge and stubby; unable to bend more than a few inches either way. They have a pair of very long forelegs and their heads are very high up, set just after their legs end -- however they sport a pair of shorter hind legs, by about a third. This gives them a very sloped figure and makes them almost useless at everything but heavy lifting and servitude. The name 'Ocean Lion' comes from their tendency to live near Sea Lions, for they are naturally land creatures; which is why they have hooves. When without a gunner, an Ocean Lion will resort to charging an enemy with either their tusks alone, or a steel weapon like a mounted pike or blade.

This is where the Sea Lions come in.

A Sea Lion is a very small creature with large flippers, and is commonly found in shallow waters near land and schools of fish. They have light grey and sometimes even white skin covered in a small layer of fur, unlike Ocean Lions. Whereas an Ocean Lion has small eyes set within a bony ridge, Sea Lions have very wide eyes with little facial marks besides a nose and mouth. Ocean Lions stand at Alicorn height, whereas a Sea Lion is just a bit smaller than a pony. They evolved alongside the Ocean Lions, and took up the responsibility of helping the other species. The lines between the two separate species has blurred to a point where they are collectively referred to as the OLC, even though the group is technically the OSLC.

Sea Lions can do things Ocean Lions cannot, like operate delicate machinery and weaponry -- helm ships and shake hands, all skills needed for the OLC to operate. As such Ocean Lions are more like a servant race than an equal one, but they have no opposition to this; and thus far the cooperation has lasted for eight hundred years. Sea Lions are responsible for designing all Ocean Lion Corporation technology, and the majority of selling and negotiations. Whereas the heavy, and stern looking Ocean Lions are more useful for carrying large objects, filling ground based military ranks and navigation.

Sea Lions are the more talkative and snide of the Ocean Lion Corporation, they have a very high pitched and rattling voice -- common among quite a few types of sea creature. They act very high and mighty, and make up the majority of the religious sector within the corporation. Unlike the Ocean Lions, the Sea Lions are very quick to act and not careful with their words at all. They wear cloaks made from fine materials to hide themselves from outsiders, believing only close friends and kin should see beneath the mysterious gown. Gunners wear armour beneath their cloaks.

Ocean Lions are very quiet and composed when compared to their counterparts, they are very careful with their words and deeply respectful to others. They have low droning voices but can hit more notes than almost any other creature, some so high that they cannot be heard by anything other than a deep sea creature of Ocean Lion. They choose not to speak loudly or highly before others, thinking that a lower more soft voice is the most respectful. Most of the OLC Board Directors are Ocean Lions, well known for their wise and careful decision making. Unlike the Sea Lions they do not wear cloaks, and instead don full suits of plated armour at all times -- some going as far as to drill it within their thick flesh.

Currently there are the following number of ships within the OLC. (Estimate, based on few reliable sources)

Colony: x 5 = roughly 3,200 OLC crew.
Barge: x 137 (rough estimate: OLC don't share equipment records.)

2D
Group Admin

2226853

Rather than calling the Unicorn's a subspecies, mention that they're merely good at their job.

Sparx
Group Contributor

2227978
Pretty much what it is, just in different words. I'll specify that though.

2D
Group Admin

2228074

Alright, cheers mate.

As a sidenote: who knew fixing a submission would take such a massive post? (Not yours, mine above x3)

Sparx
Group Contributor

2228087
Alright! Fixed.
And hey, details are everything in stuff like that, right? :twilightsmile:

2D
Group Admin

2228097

Cheers for fixing it, looking forwards to seeing more of your stuff in the future.

N' yeah, I added detail because that's what it was missing. :pinkiesmile:

Sparx
Group Contributor

2228198
Got lots more to come. The setting is quite inspiring and I'm happy to contribute.

2D
Group Admin

2228220

Likewise! I'll be happy to see this thing ship off, while making even more lore and writing up 'em chapters! :twilightsmile:

2D
Group Admin

2228237

a crank operated gatling gun (1862) fired over 200 rounds per minute, how is this thing managing only 37?

They are technologically retarded, if you followed through this a little closer you'd know that they lack the ability to use technology properly.

I think they'd be more in to self divinity.

Multiple gods based off of Capitalism seems likely due to their multi-race society.

I don't like the concept of something that large being sapient, I'm thinking the creatures you called ocean lions be dropped down to work horse like creatures, while the sea lions become the actual main species.

There's no reason that they shouldn't be sentient, because that's like saying that the deep ocean squids shouldn't be sentient, because the Naga are. They are much better as sentient creatures because they add diversity to the group as a whole.

actually that would cause less damage, the idea of rounds flattening on impact for more damage only works with organics, all this is doing is lowering it's penetration. Explosive rounds would be cool, but I'm willing to guess that they'd be beyond the capabilities of the Ocean Lions, so standard solid impact rounds please.

The idea is that they flatten as the projectile digs itself into the hull, which would probably mean the flattening had a better effect. Explosives are very beyond their technology understanding, as the L-3 was explosive and failed horribly.

in that case it might be better for them to just dismantle the ship and sell it for parts, it would probably be more profitable and the obviously lower prices would be more appealing to the other factions.

As someone who's worked in the scrap business before, I'm going to say that a complete but shoddy vehicle is worth more than the pieces of one. :twilightsmile:

2D
Group Admin

2228563

a weapon like what you described fires as fast as you can turn the crank. this /\ is literally an engineering impossibility, at least up it to 100rpm.

They are feeble Sea Lions with flippers that struggle to hold the crank -- turn it too fast and you slip and fall, and they don't have enough strength to turn it quickly. Also their anatomy makes turning it around and around like we would impossible at such speeds.

given that Mao based his version of Communism off hidu beliefs, I have to disagree. Self divinity would better fit their inward thinking, and the belief that everyone is their own god would better fit their multi-race society.

If they believed they were all gods in their own right, they wouldn't trade; they'd be too high and mighty. Also the Ocean Lions are humble, not the kind who think that they are gods.

still a stupid idea, it takes away velocity, penetration, and transmission of force. even a retarded race would understand that you break more things with rocks then with paper air planes.
the point of non explosive rounds on ships is to make holes, not get the projectile stuck part of the way through the armour.

They've designed them in a way which they think makes them more effective. And because they're about 6", they're still pretty strong regardless.

Anyone think my idea up there is good?

Doccular42
Group Admin

2228730

I like it. Missed it with the chat war in the way...

2D
Group Admin

2228808

I have fixed the gun issues, however here is what I have to say about them being humble. Noone wants to do trade with a jackass, and being kind earns you more business. They sell shit things, they sell hardly anything and they are very primitive -- they need all the business they can get. Besides, humbleness means wisdom in most cases, and the OLC needs to make the best decisions to stay afloat.

Also, less attitude when I spent an hour rewriting your under-developed idea, please. :unsuresweetie:

M3Xkillers
Group Contributor

I got an idea for a monster that could be an one-encounter enemy, or even a constant pain in the arse for our pony sailors.

In monster hunter 3 ultimate there is this big guy called jhen mohran

while in the game this monster swims in sand, it could be look cool as a water dragon (technically the game calls the jhen mohran an elder dragon so sea dragon, yeah)

Any way we could use this lil' guy?

Or maybe his ugly brother Daren mohran could do it

Masterweaver
Group Admin

2214052

SPARX I NEED YOU TO EDIT THIS POST RIGHT HERE WITH ALL THE INFORMATION BECAUSE YOU ARE HOLDING UP THE LORE UPDATE.

2141043

I think I love this entry on the G.E.C. attitude towards hippogriffs.

Sparx
Group Contributor

2231790
What else do I need to fix? :applecry:

Masterweaver
Group Admin

2234102

I'm sorry for snapping, it's just....

you had this big epic conversation over the location of the various cities, but I can't post that conversation into the Gdoc. I have to post the original, edited entry. And, well, I don't know if it's edited unless I get a note or something. But comparing that post to the map that Goldenwings has....

I'm not in charge of making the lore. I'm in charge of making it WORK. Which means I have to read everything anyone says, no matter how small, and stop contradictions. It would really help me if you could check the map, and reread the entry, and then put a little ((edited)) right up at the top. Okay?

Goldenwing
Group Admin

2234102
Also, you get to name the Big Island and anything on it!

Sparx
Group Contributor

2235917
's no problem, was just a little confused, apparently forgot to save it when I erased the pony island junk that was on there.

2236075
Celesmian work? First thing to mind.

Goldenwing
Group Admin

2237454
Sure! The name's all up to you, as long as it isn't stupid. I'll put it into the next map draft.

Now, I'm gonna go ahead and write up some stuff we were talking about last night in the Council. There's too much unwritten headcanon floating around...

Warfare in Trinity
With the drowning of the world, war within Trinity has become increasingly dependent on naval power. Dedicated land armies were almost nonexistent as it became possible for essentially any point in the world to be bombarded into submission from the sea. With the development of airships the focus turned aerial; every land force fell to the sea, and every sea force fell to the air. Air power is military might.

Since then, two main technological divides have developed:
> Most nations have specialized their airship's defenses into magical or mechanical means. The Remnant for example is reknown for their advanced magical shielding, while the GEC is more reliant upon physical armor.
> Airship weaponry has branched into magical and kinetic categories. Magical weapons have wider "explosive" radii and are more effective against shields, while kinetic weapons are more likely to damage components to the point of malfunction and have higher armor penetration.

Besides this, each nation has their own independent military strategies that best serves their strengths.


The Comrade's Order of Brink (Longwings)
On Land
The Comrade's Order has developed a strategy heavily reliant on massed numbers and individual fanaticism. The completely militarized and fanatical population of the Order as well as the physical endurance of the longwing race has led to the creation of battle plans focused around large numbers and relentlessness. Due to a lack of easily portable communications technology, the Order generally organizes its military into larger units, as it is the only way to keep any of their forces coordinated, and coordination is a must in the Order's military.

Although the fanaticism of the population lends itself well to the morale of their troops, it has an adverse effect on their initiative. Longwings separated from their commander are known to either falter with uncertainty or, much more commonly, march uselessly to their death at the hooves of the enemy one-by-one. Officers are crucial to the Order's strategy; they are what gives the disastrous force of a longwing invasion its direction. When the officers of a unit fall, the unit will usually continue carrying out whatever order it was given last, never even considering to try and adapt. This is both the strength and weakness of longwing forces: although they will never surrender in the face of improbably odds, they will also never stop to consider alternate routes to success unless they have an officer to tell them to.

When attacking a position, Order commanders will generally send long columns of large units towards their objectives with little thought to the loss of life, thinking to overwhelm objectives with sheer numbers and justifying the losses with the future victory. Defenders often find that upon defeating a large force of attackers, there is another wave right behind them, fresh and completely unfazed by the decimation of the previous unit.

With regards to weapons, the Order uses equipment similar to the Equestrian battle harness, with the main difference being that while the Equestrian harness holds one gun on each side of the wielder, the Order harness may only fit one gun, which rests over the shoulder. Specific profiles of these guns are not listed here (read: we haven't come up with them yet), but they generally have an emphasis on volume of fire and the mechanical sophistication to deliver it with reliability. Order soldiers are also known to equip hard shoes, as well as side-mounted spring-based spears that "pop" out of their casings to penetrate targets directly in front of the user before receding back so as to not hamper mobility.

Longwings which show higher initiative and intelligence are often given special training and long range rifles. These spec-ops teams are then sent into battle with orders to support the main force. Although they generally are not in constant communications with the rest of the army (as doing so requires rather bulky radios), they are still effective, taking out priority targets that the main infantry has difficulty with.

In the Air
The Migrant Fleet is an extremely powerful collection of ships, which very rarely divides itself into multiple forces. It's strategy is and always has been very simple: overwhelming firepower.

Read the entry of the Migrant Fleet for more information.

Summary
> Extremely populous military.
> Over-centralized leadership and lack of initiative in common troops make officers crucial to effectiveness.
> Ranged-based force with emphasis on volume of fire.
> Fanatical soldiers with no concept of surrender.
> Large units.
> Small supporting sniper teams.
> Poor communication amongst the force.
> Extremely rigid in approach; poor adaptability to events.


The Equestrian Remnant
On Land
The Remnant military is much smaller and more delicate than those of the other major powers. This is because their professional forces are volunteer only, and drafting is not only frowned upon but also only possible with an official declaration of war. Add to that the Remnant's emphasis on the preservation of life, and you end up with a military force which not only cannot afford to take many casualties, but is not willing to.

As the only nation to hold any large amount of unicorns, the Remnant has more advanced magic than any other nation in Trinity, and this shows in their military. Communication stones and telepacks allow their forces to communicate with extreme ease, and the Remnant takes advantage of this by splitting its military into many small units which execute intricate plans in tandem. It is often said that it's difficult to take a Remnant force by surprise; make a single mistake and the whole military will know of it within the minute.

The Remnant is known for its adaptability, initiative, specialization, and refusal to accept high losses. When facing a situation which does not favor them, the Remnant will retreat their main force, leaving behind only scouts to keep them informed, and reorganize it to better face their opponent. Teleportation, wings, and earth pony physicality makes it hard to catch the Remnant when they don't want to be caught; their unicorn infiltration teams especially are known for simply vanishing as soon as they are found, only to return later to wreak more havoc.

Remnant forces are extremely specialized; they have a unit for every job, and that unit excels at that job. As such, it is difficult to face them in any situation where they know what you have, as they will have units that excel at taking it out. If they don't know what they're up against, their forces will be widely varied to account for many possibilities. With their magic to help them, it is almost impossible to sneak up on them with something they are not prepared for, and even then they can usually slip away with ease. However, it is possible to exploit their confidence in their intelligence and trick them into preparing for the wrong thing, though extreme caution is advised with this approach. When defending, it is crucial that you don't let them know what you have. Letting intel slip out will result in a force tailored specifically to take out what you have.

Especially effective are the Remnant's unicorn artillery and infiltration teams. The artillery teams are capable of casting bombardment spells to terrifying effect with nearly no warning, due to the relative silence and speed of an arcane explosive over a physical one, and the infiltration teams can teleport behind enemy lines, sabotage equipment, and teleport out virtually undetected.

One of the Remnant's key weaknesses is its emphasis on preservation of life. Most Remnant commanders will not carry out a plan likely to succeed if the casualties are too high, which sometimes leads to them getting into difficult situations.

The Remnant's land forces are a melee-based military; their soldiers are trained to close into striking range and then eliminate enemies with wingblades, hooves, and levitated sharp things. Their guns are relatively primitive and designed as support weapons more than anything else; they lack the combination of rate of fire, accuracy, and stopping power required to be used as a main battle rifle, although they are usually good at specific tasks. Their flechette gun for example is absolutely devastating at close range, and the Mk. 1 can take out priority targets with pinpoint accuracy. However, they cannot win a ranged engagement. They know this, and if stuck in one they will retreat.

Remnant forces are too varied to all be listed here, but can also be summed up easily like so: no matter what you come at them with, they already have teams trained to deal with it.

In the Air
Remnant airships currently dominate the skies, largely due to their near-monopoly on advanced magic. Not only do they have more powerful arcane shields than any other nation, but there is no other nation with arcane weaponry advanced enough to easily overcome them. This has resulted in Remnant shields being almost impenetrable by any other nation. As such, boarding action is necessary to take any alerted Remnant ship out with effective speed. Unfortunately, this brings the attackers into melee range, where Remnant marines are the most effective.

They lack advanced mechanical weaponry, making it difficult for them to defeat foes with heavy armor. Unfortunately for their foes, physical armor always take some type of damage when you hit it with something, and generally breaks up and exposes weaknesses before the enemy can defeat the Remnant ship's shields. It is because of this that the Remnant has such power in the air.

Overall
> Extreme mobility.
> Excellent communications and intelligence.
> Small, specialized units.
> Very powerful in melee.
> Heavy arcane shielding makes airships extremely durable with no loss of speed to weight.
> Lack of strategic endurance due to small military and refusal to take losses.
> Fares poorly in ranged engagements.
> Will retreat in any battle that does not favor them.

The other nations haven't been discussed as of yet.

Oh, and shields, too!

Magical Shields:
Common upon Remnant vessels and the ships of other magically-able nations, magical shields allow a ship to endure multiple cannon volleys without the usual drawbacks of armor. The spell works similarly to the telepathy spell on a telepack; it is embedded into a device usually kept in the heart of the ship, and summons the shield whenever a unicorn channels magic into it. Generally, any Remnant ship will have multiple unicorns dedicated to the channeling of the shield, though the issue of whether to have them all channeling at once or to have them switch off as each grows exhausted is an open debate and often varies by captain.

The shield does not deflect or vaporize incoming rounds, as doing so would take a gargantuan amount of effort on the part of the unicorn; it would be akin to casting a hundred levitation or immolation spells with each volley. Instead, it simply slows down anything that passes through it. Physical bullets passing through lose speed and fall to the ocean before they reach the ship, and magical rounds collide with the arcane material that makes up the shield.

Magic rounds are much more effective against shields than physical bullets. A bullet has little effect on the unicorn channeling the shield, while magic rounds actually chip away the material of the shield itself, requiring that the unicorn expel extra effort to rebuild it.

Peculiarly enough, the channeling unicorn loses more energy when the ship she is defending fires than when it is hit. This is because she has to temporarily dampen areas of the shield for the protected ship's bullets to pass through, and must afterwards build it back up to keep enemy rounds from penetrating with enough speed to do damage. Magical rounds are usually "paired" with the shield generator of the ship they're stored upon, allowing them to pass through with no contest.

As a side effect of the commonness of these shields on Remnant ships, Remnant cannons fire bullets at much higher velocities than those of their counterparts. The extra speed is usually bled off when the bullet flies through the dampened shield, but some captains have been known to expose their ship and use the speed for extra penetration.

Carefully trained Remnant adepts are capable of making a shield practically impenetrable, utilizing a technique that opens a channel from a nearby magic node straight into the shield generator, supplying it with essentially infinite magic. However, doing this makes it impossible for any round of any type to exit as well as enter, and the barrier is so powerful that even slow-moving objects like boarders take considerable time to pass through. This strategy is usually used only in the most dire of circumstances, and usually there is nothing an opponent can do but wait for the adept to give in to exhaustion.

Okay, that's all!

M3Xkillers
Group Contributor

ALRIGHT LADS, i got an idea for ya if interested.
Why not about a magical instrument (i personally want it to be a big bell for reasons of my own).
This OP instrument is only told as of legend, as a tool that helped a civilization survive the great flood. With the right management, the bell (i'll call it that so yeah) drove the rising waters back, giving enough time for the population to evacuate. That was the fist and last use of the bell, since its power was agreed to only use in cases of great emergency.

that's another grain of lore salt i am giving to this collab, who wants to help and maybe expand this?


2217901 you, thank you

Goldenwing
Group Admin

Currently writing ridiculous amounts on magic. It's all going to be in a separate Gdoc.

Sparx
Group Contributor

K, got a few more ideas here.

The Labyrinth
The Labyrinth holds a majority of the remaining minotaurs in Trinity, acting as their primary base and city. Located to the East in the center of the Minotaur Demense (Demesne?), The Labyrinth lives up to it's name by being built much like a maze, confusing anyone who enters that isn't a minotaur. This has proven to be quite an advantage to the minotaurs defensively. To help allies navigate through the city, there are a few minotaurs that offer their services as guides. Many secret paths and doors exist within the walls of the labyrinth, making it not only difficult, but literally impossible for anyone unfamiliar with the city to find any of the most important locations, such as the capitol, where the strongest of Minotaurs reside.
Few folk know that their leader is female, which is a surprise coming from such a masculine race (Completely willing to change if this isn't liked.) Theseus is a terrifying minotaur heifer, raised by her father who had wished for a bull and named her as such, she was quick to overthrow him through battle and took his throne. She has no tolerance for failure, but has rarely had to deal with it.
The city is well known for it's puzzles and fearsome inhabitants, but it holds few resources worth mentioning. As such, the profession of choice is often mercenary or Milker. The mercenary guild is the largest organization in the minotaurs' disposal, and actually holds a good number of their own soldiers, who will return to their home if they are summoned, though this should rarely prove a problem.
The city is rather bland looking with more of a focus on practicality and defense than aesthetics.

Venom [probably the least likely to pass but I hope you like it]
Located in an unknown location underground there were changelings that retreated below rather than above. They are currently unaware of the adaptations that any of the surface changelings have made, and believe things to still be the same as they were...just more wet.
They themselves however, have had to make their own changes. As the changelings are an extremely adaptable race, they grew into their changes quickly. They forced themselves into forms that held more eyes and an extra pair of legs, attempting to live like the spiders that surrounded them. They forced small claws onto the bottoms of their feet so that they may walk along the walls and ceilings. (If this adaptation isn't liked it can easily be scrapped.)
Their eyes took to the dark rather well, and soon they saw better in the complete black of the underground better than the light, but they now find it near painful to be looking at something around bright light.
Their primary prey tends to be Diamond dogs that have survived underground or other creatures of the stone.
They are led by a queen known only by the name of Spinnerette. They call themselves Venom, and they live under us all.

Magidran
Located north of Maretropolis and Pony Island, Magidran is a much smaller town than most of the other settlements, but is by far no less important. Magidran is the home to many powerful arcane experts that seek to learn more and strengthen their spells. The lore and books that survived the floods all exist here in the tremendous library, whether as an original or a copy and they are only expanded upon through research and study. Built by unicorns and run by unicorns, it's no surprise that most of the residents here are in fact unicorns. However, there are in fact earth ponies and pegasi who have taken up residence here, and some of them are rather interested in magic themselves.
Despite the precautions folk have taken, there are pretty consistent damages in the town that are being repaired due to a spell or two going off wrong or being a bit more powerful than expected.
Intelligence and wisdom are appreciated here a lot more than brawn and muscle, as magic is their main output. They are the inventors, the chroniclers, and the scientists who discover more in the world through experimentation and practice.

Hope that you guys enjoy these. Also, if Spark Splash needs a home, he was born in Magidran if it's accepted or he hasn't been written one yet.

Goldenwing
Group Admin

2326230
The Remnant already has standard-issue melee weapons. Pegasi use wingblades, earth ponies use hard shoes, and unicorns use levitated blades.

This idea is not only unnecessary, but also conflicts with the battle harness, which has a mouth-held safety bit that would get in the way.

Doccular42
Group Admin

2342367

Hmm... Katars are very cool though...

They may make an appearance as a weapon favored by a certain pegasus who weilds two of them, a pair of wingblades, and an augmented battleharness...

One Commander Daring Do...

Well, I haven't been here in a long while.:twilightoops: Since I see a demand for city lore, here's some ideas I have for Manehatten.:ajsmug: Tell me what you think.:twilightsmile:

Manehatten:
Among the first things to notice about this city other than it seems to be in the middle of an ocean are the high rising towers built from beneath the waves to the clouds. Many old, many new, these sturdy structures have held the peoples found within together in a blend of cultures and races where one would not be surprised to find a griffon or minotaur as their neighbors and a sea pony, their roommate. The second important thing to notice is that the city is incredibly wet. Living at sea with no land mass close at hand, rainstorms frequent this area and has spawned the phrase, “Above. Below. Now matter what, you’re swimmin’.”
Hundreds of buildings span the city and nearly all beside a few select residences are webbed together with walkways and tunnels connecting each building above and below the variable sea level. With such a precarious living situation, each building is constantly maintained by the residents within and new ways to keep the elements out researched every day. This has lead the city to be a hot spot when it comes to research regarding architecture and engineering.
Each building themselves has a purpose and much planning must go into any new construction since the city is built on a limited landscape from below the waves. This often leads to heavy renovations or destruction of an older structure to make room for something new. During such a time, residents are often housed in temporary living quarters nearby as the building is worked on. Such construction is a delicate process and involves great teamwork from the many races in the city to complete. An example of this would be the many pressure chambers created by magic from sea ponies to help non-aquan workers to help lay the foundation of the structure and also to drain water from the rooms as they are completed.
With its location between so many countries, this city has become a crossroads for lone travelers and important diplomats alike and has allowed this metropolis to grow on the constant trade coming through.
Though technically a part of the Equestrian Remnant, Manehatten is virtually a city state that has its own elected official and has much leeway on how it runs itself. Though the subject of political debate, the Remnant has too much on its hands to cause much political change in the city.

Hey, I wanted to expand the lore on the Newsome islands but I couldn't find the detailed entry about them on the thread. I think it mentioned some certain kind of crystal found on the islands and sea below them that was the cause of the islands flotation in the air. Was that data lost?

Doccular42
Group Admin

2628760

Hmm, I'll have to do a bit of digging. Or, I could just ask the people who specialize in lore. Yay for delegation! Either way, expect an answer soon.

TheDboys
Group Contributor

(After weeks of procrastinating I finally finished it.)


(for Histories)Goblin Government



When the sea levels rose and reduced the rest of Trinity's inhabitants to small groups of survivors living on scattered Islands the goblins through sheer luck got the metaphorical long end of the stick. Living in distant mountain ranges safe and secure in their mountain caves their species was almost completely unaffected by major loss of dry land. At the base of those mountains were Packs of Diamond dogs living under the plains, when the rains fell the many packs fled up the mountain seeking refuge in the mountain caves, when the dog packs met the Goblin hordes in the caves, short but bloody battles broke out between the two races for control of the many new mountaintop islands they now resided on. The goblins vast numbers gave them victory and they subdued the surviving Diamond dog packs and turned them into slave labor Putting the whole species to work digging deep into the island to make room for the ever increasing Goblin Population.

Soon vast underground networks of tunnels and caverns could be found on every island and through sheer dumb luck many goblin islands contained large deposits of gold, jewels and precious minerals. While the Goblin slave drivers were busy whipping the dogs in the tunnels, tension were rising above ground as the Goblins and their larger and (Slightly) more intelligent cousins, the hobgoblins, tried to decide who should take charge. the greedy goblins wanted to build ships and go look for other surviving races to steal from, but the hobgoblins who had always preferred their isolation wanted to focus on developing their island and starting the goblins civilization anew. the hobgoblins knew that while they were bigger and stronger than the goblins, the goblins had the advantage of numbers so they decided to compromise before the goblins figured that out.

So it was the Formation of the Goblin Confederacy and for a few centuries the Goblin races were united. Simple wooden ship were built from to allow transportation between the many islands. The Hobgoblins were Elected as Council Members who made decisions for their assigned island. The carnivorous goblins and hobgoblins survived on cave creatures and learned to fish well. the Diamond Dogs continued to toil below ground rarely seeing the light of day, the massive amounts of valuables uncovered underneath the islands served to subdue the goblins burning greed as there was literally so much gold and gems that their value actually decreased(not that that didn't stop the goblins from hoarding them).

About 200 to 300 years after the great flood the first Goblin-hobgoblin hybrid was born, history would label these hybrids Gremlins, it was short,ugly and sickly but in an unusual turn of events, the parents decided to raise it when other goblin parents would have cast it into the sea. As the Gremlin grew more gremlin hybrids were born as goblins and hobgoblins throughout the “Goblins Isles”(as they had come to be called) became more used to life on the islands.. it was soon discovered that the gremlins had inherited a greatly enhanced versions of their parent’s Hobgoblin curiosity and Goblin Determination. They Improved all aspects of goblin society with their innovation; improved construction methods, steel support beams for mines that allowed them dig deeper , and even prototypes plans for primitive airships and more advanced wooden ships. the new subspecies of goblin brought the Goblin races as a whole Giant leaps in technology that the likes of which Trinity had never seen.

But with these technological marvels came political instability, the giant leaps advanced the goblins too quickly for their own good. The Hobgoblin council members could no longer control the goblins as new airships and improved sailing ships allowed the Confederacy to travel far beyond the horizon where once they could not go, some even brought back reports of other races living on distant island just when the goblins were starting to forget there were even other races at all. The Potential for new treasures brought back the ancient and forgotten goblin idea that “The fruits of other labors are the best kind” as the goblins were no longer content with their own treasure Hordes. Over a frighteningly short period of time Isolated fights between loyalist confederates and rebellious anarchists turned into almost constant riots and shortly after all out civil war. The Gremlins recent inventions of firearms made it all the worse as hundreds of years of confederacy went up in rifle fire.

It is debated that the Goblin Civil war resulted in the 2nd largest loss of life since the great flood. the few aged surviving texts made by Gremlins and literate hobgoblins at the time described many islands as “being covered from one end to the other with bodies of the dead and the dying. With spent spent ammunition laying everywhere as numerous as sand and the cracks of rifle fire almost as constant as rain”.

The Goblin civil war lasted for almost a year, and accurate casualty counts are almost impossible but some estimate the number to be between 45,000 to 125,000 lives lost of the 400,000 total goblins at the time. another noteworthy event of the civil war the the diamond dog’s “great Escape” where during the chaos of the civil war about %30-%40 of the Diamond dog Slave population was able to escape captivity and flee the islands using various means. the descendant of these escapees make up most of the non-captive diamond dog population on trinity.

From the Ashes of the civil war came a time of open hostility between the now divided Islands of the former Confederacy. All of the former members of the “Goblin Council” had either been killed, gone missing or fled into exile. in their place came self proclaimed “Goblin Lords” who ruled each island through fear of force. Many goblin lords had previously been leaders of former gangs, goblin pirate captains who had been hunted by the Confederacy that used the civil war as a way to seize power, and even former Goblin Slave Drivers seeking Luxury and a way out from their petty positions in the tunnels. These Lords Organized their former crews, gangs and slave guards into Private Armies to keep control while they organized their fleets for future plundering.

For the next few centuries the Goblin Lords of the inner Islands fought for control of each other’s lands and treasures while the Goblins of the outer Islands built large raiding fleets and set out to harness and plunder the other nations of the world. Around this time the Gremlins developed the first workable airships, small wooden ships lifted up by large balloons filled with lighter than air flammable gas, which put them on equal footing with the young nation of the Equestrian Remnant who had also developed balloon technology by this time. The constant raids against the growing nations of trinity would fuel worldwide hatred for the goblin race and resentment for these raids would continue to linger for generations to come.

Around 137 years BNM(Before Nightmare moons return) A Goblin Lord of one of the largest inner islands launched a campaign to bring all the other islands under his control. he set out doing this with a deadly new invention developed by the gremlins of his island, the Ironclad armored warship. This particular goblin lord was very secretive with the invention of his gremlins, an unusual trait for a goblin. the iron side armor caused cannonballs to do very little damage to the ship, this allowed the goblins lord’s fleet invulnerability to the wooden ship fleets of the other lords which in turn allowed him to bring all the islands under his control so quickly that the airships of the opposing lords became an non factor in his conquest on the island. The Conquest of the goblin isles took only 2 months. The Goblin lord behind the Conquest renamed himself the Goblin King and ceased all raids against the trade fleets of the remnant to avoid retribution from the now technologically superior remnant fleets.

The Goblin king ruled over the newly created “Goblin Kingdom” until his death 25 years BNM which allowed his heir to take the title of “Goblin king”. It is now known that the first goblin kings kept a gremlin adviser to ensure a stable rule for his island, this gremlin is no doubt responsible for influencing the Goblin king into starting his conquest as no goblin could ever plan so thoroughly and far ahead as the goblin king supposedly did. The current goblin king keeps the Very same gremlin as an advisor today and it is discussed behind closed doors who holds the true power in the Goblin kingdom.

Nation:

Greater Goblin Kingdom- A Industrial and Large group of Islands Home to the entire goblin race consisting of goblins, Hobgoblins, their gremlin children and a significant slave population of diamond dogs, many islands are hollowed out and filled with hundreds of interconnecting tunnels and caverns due to the constant forced mining the dogs are made to do. Some of these “hollow mountains” act as large underground cities for the huge and ever growing goblin race providing plenty of well protected living spaces away from the threat of air-fleet attack. The surfaces of these islands act as island spanning docks/port cities for the goblins where large fishing fleets depart and arrive constantly to bring much needed food for the populace. Those who cannot find living space in the cities move to “Life Ships” Large ships the size of small islands designed by gremlins to support large populations..

Hollow mountains not used as city’s act as giant forges for the Goblin Kingdom. Metals of all kinds and imported from the mines located and the bottom levels of every tunnel city and forged into firearms, ammunition and sections of hull for their navy. The amount of smoke from the metal working exiting through the air tunnels, tunnels that go straight to the surface to allow oxygen into the mountain, rises in a black cloud comparable to that of mount brimstone in it’s prime and can be seen for miles around. The surface portion of these “Forge mountains” act as islands sized dry-docks, putting together sea ships and airships from metal hull segments carried up from the underground forge tunnels.

The Goblin Kingdom Has a natural relationship with The Equestrian Remnant, not actively engaged in war but the Remnant does not take kindly to the Constant raids by “rogue” goblin pirate ships, Macht the goblin king does nothing to stop these pirate raids and claims that raids by the G.E.C and the Deepbred prevent him from assisting the remnant in hunting them down. The G.E.C and the Deepbred Alliance are actively hostile against the goblins, the goblin islands location right next to two hostile major world powers has made the Goblin Military one of the largest and most aggressive force on Trinity. Luckily for Trinity, the constant need to repel enemy raids, as well as the occasional island revolts has distracted the Goblin Navy From turnings it’s guns to a more conquering stance

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Goblin’s of Note:

King Groll- the First Goblin King, Not much is known about his past as he made his first Appearance in Goblin Texts as an “Upstart Goblin Lord” from one of the lesser known Islands of the Goblin Isles. Led a short and decisive campaign to conquer all the Goblin islands. Not the dimmest bulb in the box compared to other goblins but constantly went to Neid for advice. Was exceptionally tall for a Goblin during the conquest, in his later years as king he would grow immensely in size from his decades of idleness on the throne. Was careful not to provoke the Remnant and built up the Goblin Air Fleet and Navy to ward of the G.E.C and Deepbred raids.

King Macht- The second Goblin King, hobgoblin son of Groll, Possessing both the large height of a hobgoblin as well as his father’s unusual tallness making him almost alicorn height. Does not inherit his father's famous width nor his tendency to idle on the throne. He relies less on Neid for advice then his father and makes his own choices on official matters. Inherited his Father’s Drive for Conquest and has led the Goblin Kingdom’s through both air skirmishes against the Xenophobic G.E.C and the Aggressive Deepbred alliance. Although much more aggressive and forceful with neighboring nations then his father was he has left the Remnant alone for the most part, but let’s “Raids” by Goblin Pirates go Unpunished


Neid- The Shrewd,unsociable and odd little Adviser to the Goblin King, always sitting just to the side of the throne “Advising“ The king on matters of Government and diplomacy. All who speak to him get a sense that he knows more than he lets on and find his cold and distant demeanor unsettling. No one was sure of the relationship between Neid and Groll. Today the Aged gremlin advises Groll’s son Macht’s just as he did for his father in the past but Macht’s unwillingness to listen has frustrated Neid greatly.
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Goblin Tech:

Goblin Handlers- Diamond dogs,are Great diggers with their claws. When properly Trained they could be great killers too. Goblin Handlers Pick the biggest and healthiest looking Diamond dog pups from slave litters and Raise them from birth to be killing machines. With Whips and batons and withheld meals they and molded from youth to be absolutely loyal to their handlers. Once the “Mutt’s”(as they have come to be called) reach maturity they are also set against one another in one on one fights to the death so only the victorious half of all selected candidates survive to continue training.

Mutt’s are almost unrecognizable from their Dog Brethren, Their Fur is darker and ragged, Their fangs and claws are long and sharpened and their hearing and sense of smell are well above an average diamond dog’s(Eyesight is still poor from life underground). Mutt’s will Follow the command of their owner to the letter, and will even charge into unwinnable battles and certain death if commanded to. As such they are a Favorite weapon used in most Goblin airships boarding parties, Goblin Handlers can control anywhere from 2 to 7 mutts at a time. The Diamond dog’s call the Mutt’s “Feral’s” and are viewed with a mixture of Anger,Sadness and Pity by the dogs. Mutts are mostly incapable of speech but occasionally some will mix in simple phrases between snarls and growls if they spent some time near diamond dog slaves


Ship Class:


“Pickaxe” Sea-Skimmer Class- A ship with three quarters of the armor of a “Hoarder” Frigate and half the firepower of a “Boom Maker” Cruiser. Pickaxes are About ¾ the size of a Boommaker Cruiser and Built on Large Metal stilts. These stilts are submerged when the Pickaxe moves at Regular Coal burning speed, but when the Steam engine is activated Steam is shot violently angled from multiple side vents to provides massive thrust propulsion. As the ship’s speed increases greatly the ship is lifted out of the water and “Skates” on it’s Metal Struts at speeds of up to 140 Mph. The Steam Engine uses Water from internal Storage tanks to propel itself forward, While the speed is immense the limited water makes it good for only a quick burst of speed as the tank empties out in 20 minutes of run time and takes an hour for a pump system to refill the tanks with water.

The Pickaxe is armed with a double barreled forward long gun and three side facing long guns on each side, as well as a single forward shrapnel and two rear shrapnel guns to repel pursuing airships. The Quick burst of speed allows it to make quick escapes or overtake fleeing ships. making it a good scout and skirmisher ship. The pickaxe is the trademark ship of Goblin pirates who use it the long guns to cripple merchant fleets from afar, rush in, loot the cargo and then use the steam engines to make a speedy escape before naval patrols arrive. The pickaxe is not a rare ship but looks like a miniature version of the Hoarder frigate when the struts are submerged so it is hard to distinguish pickaxes from Hoarders when both are together in a goblin fleet.



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2633291
Any luck on Newsome Islands?

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