The Aquatic Veritocracy of Tethys 13 (Overview | Closed)

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The Aquatic Veritocracy of Tethys 13 (Overview | Closed)

Post by Tethys 13 »

The Tethysi are a culture of aquatic sexless shelled creatures who dwell on the 13th planet of the Tethys system and its orbiting Grand Library space stations. They were once humanoids, but upon rediscovering their thought-destroyed homeworld, chose a different path as a species in order to live there. The Tethysi retain an adventurousness from their spacefaring past, ever seeking to expand their knowledge and share it with others, and let their own story be known.

Physiology
The Tethysi are a very odd sight to most other nations. In order to avoid overpopulation in the limited resources of their barren home, they chose for their children to take much smaller forms. As a result, Tethysi appear as small shelled creatures, usually less than ten centimetres in length. Snails are the most common, but nautiloids, isopods, aquatic beetles, crabs, turtles, and many other forms have been seen, in a dizzying array of colours.
The Tethysi often show some deviations from their base animal shapes, however - often in the form of more developed silver-flecked eyes, useable hands or tentacle-equivalents for writing, and more complex mouths for speaking.
They normally cannot breathe air, but with their astonishing technological advancement, have designed survival pods that enable them to traverse many kinds of hostile environment in a small bubble of their preferred sediment like a floating fishbowl. Not all Tethysi rely entirely on this bubble however, as the Tethysi have discovered four sources of power - technology, magic, eldritch truth and souls - and some take on or fully adopt aspects of these powers, leading to the likes of cyborgs and liches being fairly common sights.


Language
Tethysian is a language of bubbles, that has changed a great deal since the days of the Aquatic Librarian Knights, the few remnants of which still speak the archaic form. When 'spoken' among modern Tethysi, they shape the water in their mouths to form bubbles within bubbles, in careful and complex configurations that compose the alphabet of the nation. The advanced perceptions and intellects of the Tethysi are able to produce and track these bubbles at considerable speed, enabling full communication, albeit still considerably slower than most cultures would be used to.
Many Tethysi have narratechnology built into their survival pods that automatically reads these bubbles and converts them into sounds, to enable communication with other species.


Autobiokochies
Another vital aspect of the Tethysi is their Autobiokochies. When two Tethysi become a couple, they can choose to create a new book, and write within it the introduction - in this way they craft their child, who manifests most commonly as the physical equivalent of a pre-teen, with the attributes and traits written within their book - though, often, the words shift and change from what the parents intended. This is how the Tethysi went from humanoids to what they are now. The book is then transformed into the shell of the child, with that introduction forming the first microscopic letters dotting its surface, more appearing to record everything the Tethysian does. Once the Tethysian dies, the shell is left behind. Anyone listening at the opening of the shell will hear the former inhabitant's life story played out like an audiobook, and so most shells - or Autobiokochies, as they become known - find their way to the Grand Libraries, where scribes listen and write out their life story to accompany the shell on the shelf.

Thirteen
There are no 'Tethys 1-12'. The '13' in the nation's name refers to the planet. The Nation first developed on the 13th planet of the Tethys star system, and so that was the planet's name. One day that ocean world broke orbit under its own power, and began to maraud throughout the galaxy ringed by a massive fleet. When it met its end, the Tethysi split into thirteen fleets, each with their own distinct culture, and then replaced those with thirteen spacefaring Grand Libraries, before their planet was mysteriously rediscovered.

Culture
The Tethysi have a strong dramatic and literary culture, extolling honesty and novelty above all, lauding accomplishments and embracing hobbies and obsessions to extremes. Literature is upheld as the finest part of their culture, but music and theatre are also very highly regarded. Modern Tethysi pursue peaceful lives, though their tremendous technological and narrative capabilities ensure they are by no means defenceless. Tethysi are predisposed towards extremes of scholastic introversion or adventurous extroversion, often in some combination with those Tethysi who adventure alone into dangerous ruins to learn all they can and expand the nation's knowledge. That knowledge is stored in the Grand Libraries, which are always open to visitors from (almost) all civilisations.
Tethysi have a strange relationship with religion, being both scornful and often rude towards the idea of worship, but devoted themselves to The Story, the idea that there is a proper narrative their lives should follow and all of reality should be guided down, and great power that can be drawn from it.
Many Tethysi choose to pursue the Thirteen Ways. These are four sources of power and three methods of power, in combination.



Sources:
These are the sources of power, all aspects of The Story.
  • Tech: The pursuit of Narratechnology, devices powered by narrative convenience and powerful symbolism.
  • Magic: The rational pursuit of means of altering reality to one's whim, drawing from tried and tested runes and diagrams.
  • Souls: Drawing on the power of stories past, interacting with the dead, and bridging the gap between them and the living.
  • Cosmic: Finding where logic fails, the dark parts of the universe where sanity is a hindrance and reality a splintering veil, beyond which beings of incomprehensibility and madness watch and wait.
Methods:
These are the methods used to interact with those powers.
  • Controller: The Tethysian acquires power through domination and separation, by creating or receiving a construct such as a robot powered by their source that they then control.
  • Symbiont: The Tethysian alters part of themself to accept their source of power without wholly giving themself over to it, such as bionic components or cosmic mutations.
  • Incarnation: The Tethysian wholly gives themself to their source of power, becoming a living (or often not quite) embodiment of that source, such as a spirit being or android.
The 13th Way
Some Tethysi eschew any of the above to pursue narrative power in its purest form. It is by far the most difficult path, with most followers barely advancing beyond their starting point, but those who have managed to pursue it have often become some of the most notable Tethysi of their generation.
Mir, Heritepa'a of Canopus, Liege of R'lyeh and Overseer of the Mysteries.
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Re: The Aquatic Veritocracy of Tethys 13 (Overview | Closed)

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Tethys 13's Outpost in the Land of the Dead



The Tethysi in the Land of the Dead are in dire straits. They are largely dependent on their technologies to survive, but the entropic effect of the Land of the Dead on outside materials presents a grave threat. As a result, only those who draw their power from Souls are currently permitted to pass through the portal, as they have a particular affinity with the realm's dangers.
4th Era Discovery
The Tethysi were shocked at the appearance of the ruin in one of the Grand Libraries, and it was immediately quarantined and guarded, while the logs were checked to determine how and when it appeared. However, those guards quickly found themselves having to fight off the hordes of archaeologists desperate to study it. As a result, tryouts were held to determine who could approach and begin the investigation of the ruin.
Shortly into the investigation, a small group of those archaeologists that passed the trials got together, waited until their more sensible peers left to inform the authorities of their discoveries, and rushed through the doors the moment that opportunity arose. They returned with news of the strange realm, which the Tethysi were eager to explore and learn about. Others could claim the bounties of wealth - the Tethysi were here for the bounty of knowledge, to be the first to study this realm and publish their findings for others to read.
The Tethysi brought in coral from their cities to grow into aquatic buildings, with Tentoraries (tarpaulin-like temporary abodes) to bridge the gap until their completion. It was populated by two groups - one control group of scholars and warriors, and the scouting group which activated Setting Join to adapt to the environment, in this case seemingly turning them into semi-corporeal wraiths to wander the seas and sands. Upon discovering that the Tentorary shelters would not cut it, the Tethysi instructed the Adapted Corps begin gathering local resources to reinforce the burgeoning coral houses instead, being careful not to trigger any curses and ensuring capable warriors were on guard against monsters. When monsters arose, monster fighting specialists were called in from those Orders, such as the Order of the Lucky Pig, who were used to fighting the Ur-Urchin plaguing the Kelpful farms. They were accompanied by scholars to document as much as possible about these monsters in order to work out means of deterrence. Those who fell to curses were taken to receive palliative care, and gently but firmly required to explain everything that led to it, so that it could be documented and published to warn others, while increasing oversight to both reduce recklessness and also catch curse causes quicker.
5th Era Rediscovery
In 5E169, Tethys 13 was rocked by the discovery of an ancient ruin, the first of its kind found on the planet despite rigorous exploration. The ruin matched descriptions handed down from the fourth era, and so authorities immediately quarantined the area and brought in the institute, who confirmed that the ruin indeed bore identical inscriptions to the portal the Tethysi once had access to. Passing through the portal, the 5th-Era Tethysi were shocked to encounter a research camp of fourth-era Tethysi, primarily humanoids. It was soon revealed that from the perspective of these lost researchers, the portal back to the nation had abruptly closed for several weeks, and a number of them had perished to the environmental conditions and the terrible entropic effect it had on materials such as the Tethysi breathing masks. The researchers were equally shocked to learn that close to two hundred years had passed for the rest of the nation in those brief weeks.
Branch 1: Marble
Branch Leader: Teth Tethera, Necroboteer and Ambassador to the Desert
When the Tethysi emerged from the portal that brought them to this realm, it was to an area of pyramid-like cliffs of white marble. They quickly set about attempting to grow coral homes into the sea cliffs, a difficult endeavour that took some the greatest faunohorticultural minds the Tethysi had, guiding and cultivating the coral against the dead waters. This was only achievable thanks to the portal itself, which with each opening would cycle some water from the Grand Libraries with that of the Land of the Dead. When the portal closed, many of the growers poured so much into giving their charges the chance to live that they ended up perishing from exposure and the loss of their survival gear before the portal reopened. This branch is now the largest and most developed, with the marble being quarried to reinforce the coral.

Branch 2: Ink A
Branch Leader: Sogo Odibikisspawn, Shelleton
The Tethysi first expanded north-westwards, keeping to the coast. They quickly encountered eerie underwater forests, trees like half-buried cephalopods raising dead limbs to the surface. It was a moment of providence, a sign that the story was in alignment with their purpose, that the wealth of these trees was discovered - ink, of a quality to match the rarest and finest from Tethys 13. With this discovery, the Tethysi expansion increased rapidly, utilising this ink for their narratechnology.

Branch 3: Ink B
Branch Leader: Dug'jep, Necroboteer

Branch 4: Ink C
Branch Leader: Doz Dohdohsspawn, Necroboteer

Branch 5: Ink D
Branch Leader: Dankaxaknad, Necroboteer

Branch 6: Mercury
Branch Leader: Lo Bokalasspawn, Shelleton
The westward expansion of the Tethysi outpost was stymied when the waters became lethally toxic, silvered with dire mercury.

Branch 7: Salt A
Branch Leader: Doheqho Shorehaunt, Shellich
Starting their expansion southwards after being foiled in the northwest, the Tethysi of the 4th Era suffered greatly in the salt flats and natron-like waters, with only those committing fully to Setting Join and becoming essentially mummified being able to withstand it for long. The coral houses failed to take, and thus the Tethysi had only passing presence in the zone until the 5th Era contingent arrived. The 5th Era Tethysi, safe in their survival bubbles while they held, uncovered a vast husk beneath the waves, a sea serpent rivalling the scale of the Feathered Eels of the 4th Era, dead and mummified by the salt. This became the branch's grim home, building into its hollowed bones with its shrunken skin providing cover from the currents.

Branch 8: Salt B
Branch Leader: Ancev Thaydersspawn, Shellich

Branch 9: Salt C
Branch Leader: Nuf Bogdmarksspawn, Shellich

Branch 10: Sapphire
Branch Leader: Myonoym, Necroboteer
The final branch the Tethysi discovered was like a gift for their strenuous efforts making it through the salt. A pristine coast of sparkling blue waters, made so by the gemstones lining the seafloor, a paradise compared to the rest of the branches. The Tethysi have come to anticipate when rotation grants them the opportunity to spend time there, forming a far more relaxed community, with the exception of the Desert Warders, those tasked with defending the outpost's inland border, for even in paradise the Land of the Dead has its dangers.
Mir, Heritepa'a of Canopus, Liege of R'lyeh and Overseer of the Mysteries.
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