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July 10, 2008, 05:02 PM
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#1 (permalink)
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Can Only End in Tears
Join Date: Jun 2008
Location: Jaedaxia
Posts: 97
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[Fourth Draft] Deep Sea Survival

To love the depths of the sea more than oneself. This is Deepscraft. - Aurelia Seadame |
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There are many different environments that make up the known seas. Undersea Volcanoes, Sea Rifts, Reefs, Icebergs, Ice Packs, Ocean Ridges, Abyssal Plains, Continental Shelves, and more, all with valuable resources, untold mysteries, and perils to make your gills squirm. Although most would prefer to live in Aquapoli, kelp forests, reefs, or even Tk'hzaar, the fabled city, there are many who prefer life in the deeps.
Deep Sea Survival, also known to some as 'Deepscraft', is a long-term extension of survival skills. It is about surviving and thriving in the natural sea, and the acquisition of skills and knowledge to do so. It is also about respect and understanding, one aspect of Deepscraft is indeed concerned with respect and understanding of the natural sea, its flora and fauna and the way these elements interact. The practitioners of this skill are known as Sea Hermits. |
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| Deepscraft is used by many a Thλlyri and Mer, and there have even been rumors of certain innovators and Magi among the land dwellers gaining the skill, albeit with significant decrease in ability. That being said, it is impossible to attain this skill through any reading material. Even if such material could be preserved in the deeps, your typical Sea Hermit has great disdain for scrolls and books. Just about the only way to learn the basics is to just head out into the deep and see if you can last long enough to find a Sea Hermit. Once you've found a Sea Hermit, you might be able to convince him to take you under his fin. Fortunately, although the deeps are vast, these hermits don't usually stay out too long before coming back to a small dwelling nearer to civilization; and will often even make a business of acquiring rare materials from the deeps to sell others, although they never remain long. There are rumors, even, that the Sea Hermits have their own secret kelp forest known only to Sea Hermit Princes, where they will occasionally meet and share new experiences, as well as an exchange of skills. |
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| Deepscraft is actually the name given to survival skills, knowledge and experience gathered from across the deeps by Sea Hermits. This name didn't come to be until some time in recent history, a bunch of Sea Hermits crossed paths at the same time. The story goes, there were near a dozen Thλlyri and a sprinkling of Mer who converged, they'd each been following a herd of restless Sea Dragons, but when they arrived in a kelp forest they'd never seen before, the Dragons were gone, and at 12 points in a circle, they found themselves facing each other. Thus was born the first Circle of Sea Hermits, and, realizing for the first time that there were others, they named their craft. Upon returning to their homes, they spread the tale to the closest Aquapoli and kelp forests to which they lived. One of the Thλlyri of this number lived but a scant half-cycle swim from fabled Tk'hzaar itself, where when she shared her tale and recounted a system of skills, unknown to her, an enterprising young Tλleris wrote them down upon her departure. If ever the Circle of Sea Hermits learns of the existence of this document, there's no telling what they might do. Indeed, they might call upon an army of sea monsters. |
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| The Sea Hermit's tools are limited only to what the deeps can provide. What they are unable to purchase, they make from the plants, animals and very sea in which they live. Signature items, if any can be pinned down, would include a fillet knife, oiled sharkskin bags, herbal medicines, lures, and pretty much any other item one could imagine being used in a survival situation. For them, their imagination and the deeps are the limit. |
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NOVICE
Learning the basics of survival is not necessarily difficult, though it does take a little time and effort. Every Sea Hermit will tell you that being physically fit and mentally prepared are the keys to survival. Thus with beginning training in the art of Deepscraft, one must be sure that they are fit both in mind and body. Assuming that is the case, the apprentice of Deepscraft learns the 8 basic principles of survival found here. These Principles are divided into two subsets of four, Self-Preparation, and Oceanography.
Self-Preparation: | Oceanography: | State of Mind | Situation, Surroundings | | Senses and Focus | Location and Environment | | Improvisation | Life | | Wits and Skill, Condition and Equipment | Natives |
In addition to the 8 principles, an apprentice in Deepscraft is also introduced to the basic survival gear that all Sea Hermits are familiar with; a fillet knife, oiled sharkskin bags, and simple lures. |
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HEIR
The average Sea Hermit falls into this category of knowledge and experience. Taking the 8 basic principles of survival, the Sea Hermit possesses a wide array of skills and knowledge that they use to survive in most environments. At this point in their training, a Sea Hermit is trained in various methods that allow them to meet the basic principles. At this point they still rely heavily upon readily attained items, usually purchased in some way.
Shelter Finding: Involves more in-depth knowledge of how to locate a shelter. Things like which reef formations are likely to house what dangers or what rock outcroppings can suitably protect you from the current.
Food Procurement: Involves knowledge of numerous lures and traps. Things like using smaller fish to lure larger ones, and about forming traps from available flora.
Lesser Dark Vision: You can see cloudy, nondescript shapes in the dark. You can see better in large part because by this time you've spent a great deal of time in the darker depths of the sea. It's rumored that some Deepscrafters are actually pained when in better lighting. (See Notes)
Befriend Sea Life: So in tune with non-predatory natives that they no longer fear you. This is because you've taken care to learn about them and how best to behave near them.
Heir of the Deeps: You begin developing a presence, the smallest predators avoid you. Predators begin to notice a change in your persona, and they fear you because they know you've been in depths that rival their own experience. In addition to the list above, a Sea Hermit also becomes familiar with various plants and animals and their uses for food and healing.
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PRINCE
Sea Hermits who have attained princedom in the art of Deepscraft are able to make full use of their environment in order to survive. Having already attained knowledge of shelter finding, healing aids and food procurement, the Master Sea Hermit is then able to focus their training on using materials taken directly from the Deeps to construct tools and other items that they can use for survival. The Master Sea Hermit knows the following improvisations and can build upon basic knowledge with their own experiences:
Camouflage: The ability to use oceanography to blend yourself into your environment. Although imperfect, unless you are already being hunted you find yourself ways to conceal your location when resting. When moving, you're still quite noticeable.
Beguile Sea Life: So in tune with non-predatory natives that they will follow your commands. Not only have you taken care of learning about them, but as they've come to know you, they've realized that you mean them no harm.
Prince of the Deeps: You develop a definite presence, all smaller predators avoid you. More predators are noticing your greatness, and they too, are fearing what you know.
Dark Vision: You still only see shapes in the dark, but they're no longer cloudy. You've spent an inordinate amount of time in the dark by this time, and so your vision in the dark sharpens. (See Notes)
Enduring Haste: Swim twice as fast and long as normal for your race. You've been swimming the depths for enough time that you no longer weary as easily as before. (See Notes)
In addition to the above skills, a master Sea Hermit learns how to make oiled sharkskin, and medicines from sea life. |
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SAGE
The Sea Hermit who attains this level of skill in the art of Deepscraft is a true survivor. They can set off into the deeps with little or no worry about what dangers or unique conditions they may encounter. The Sea Hermit can survive almost indefinitely without any need for civilization. The deeps are their demesne and from it they can cultivate nearly anything. Sea Hermits of this caliber have been able to hone their abilities to such a level that they can perform feats nearly impossible before.
Charm Sea Life: Even some lesser predators will follow your commands. After being around you enough, the small predators realize that although you are greater than themselves, your intentions are only to preserve all natural life in the deeps.
Sage of the Deeps: You have developed an aura of superiority, some larger predators avoid you. Nearly all the predators in the deeps recognize you as an equal, and thus they fear what you could do.
Improved Dark Vision: See things with some measure of real clarity, no colors. (See Notes)
Improved Enduring Haste: Swim three times as fast and long as normal for your race. (See Notes)
Improved barometric: Able to sustain twice the water pressure than normal for your race. You've slowly over time been building greater and greater depth tolerance as you've roamed deeper into the Seas. (See Notes)
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MONARCH
Only a select few have ever been rumored to attain this level of Deepscraft expertise. Those who have seen these elusive legends, have returned with impossible tales. Sea Hermits who gain complete authority over Deepscraft very well may be able to survive absolutely anything and could even be able to avoid death in cases where it would normally consume them. Additionally, the sea life revere them and only the most dangerous sea monsters would dare contest them.
Enthrall Sea Life: Only the most dangerous sea monsters won't obey your command. Every natural denizen of the deeps recognizes your persona as being that of a protector and preserver, and thus they will not refuse your wishes as long as it is possible for them to do it.
Monarch of the Deeps: All creatures of the sea revere you and fear you. There's still the off chance of some predators wanting to become the new ruler of the seas.
Greater Dark Vision: See in the greatest darkness as if you were on the surface in day time. If you surface quickly without allowing your eyes time to adjust incrementally you could have a fatal seizure. (See Notes)
Greater Enduring Haste: Swim four times as fast and long as normal for your race. (See Notes)
Greater barometric: Able to sustain four times the water pressure than normal for your race. However, there's been tales told of those who dive too quickly, never to be seen again. (See Notes)
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There being many a rare thing to be found in the Deeps, that, perhaps, only a Sea Hermit could find, it would be impossible to note them all here, for they have yet to be named.
Some of the basics, however:
Oiled sharkskin leather: This leather is waterproof and thus the only material you should be using in the Deeps. Can be made into bags and straps and other sewn materials.
Seafood: Sea Hermits are able to procure all kinds of fauna and flora that are edible.
Healing herbs and ointments: Sea Hermits are able to procure natural curatives from the bodies of their prey and from the flora.
Sunken Treasure: When a ship sinks in the deeps, the cargo will sink to the sea floor, only a Sea Hermit can conceivable dive deep enough for these treasures.
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Regarding those capable of learning Deepscraft:
Must be capable of breathing underwater for at least a handful of brightenings at a time, whether through natural means, arcanic means, or through finding an innovative method using gadgeteering or natural herbs.
Regarding the Dark Vision abilities:
Extended use of these abilities can cause irreparable damage to the eyes, making them cause the user great pain in normal light.
Regarding the Barometric abilities:
Consider all non-aquatic races as having barely any depth tolerance at all, 0.5 mile.
Consider both Thλlyri and Mer, as well as other aquatic races as they are made, to have a depth tolerance of 2 miles.
Sometimes a Sea Hermit might try to surface too fast, in this case, there's a chance that the decompression forces will cause him to explode. On the converse, if a Sea Hermit tried to dive too fast, he could also implode. Additionally, you might surface or dive only slightly too fast, causing bone damage or internal bleeding.
Regarding the Enduring Haste abilities:
The natural endurance and swimming speed of aquatic races is roughly half again that of land races.
The natural endurance of Thλlyri males is roughly a fourth again that of Thλlyri females.
The natural swimming speed of Thλlyri females is roughly a fourth again that of Thλlyri males.
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Last edited by Viniece; July 12, 2008 at 02:15 PM.
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July 10, 2008, 05:04 PM
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#2 (permalink)
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Can Only End in Tears
Join Date: Jun 2008
Location: Jaedaxia
Posts: 97
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So... Am I about ready for Final yet?
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July 10, 2008, 10:44 PM
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#3 (permalink)
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~ Guardian of Everwinter
Join Date: Jul 2003
Location: Jaedaxia
Posts: 5,057
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I like it
There are some overlapping of those frames though. Note sure why. Maybe it's just my browser.
Also, I think CPs want the Final Draft in the simplest format possible. Or maybe that was just Skay
__________________
Thank you Iseult for the wonderful banner!
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July 10, 2008, 11:02 PM
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#4 (permalink)
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Can Only End in Tears
Join Date: Jun 2008
Location: Jaedaxia
Posts: 97
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Quote:
Originally Posted by Crimson
There are some overlapping of those frames though. Note sure why. Maybe it's just my browser.
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Hm... Could you screenshot what you're talking about for me? Cuz if you mean some frames are hugging right against each other, that's intended, if they're actually sitting on top of each other, that's not intended.
As for wanting the simplest form for the Final Drafts, I've seen fancier Final Drafts than this one on the Trades Forge
Oh yeah, and the green frame inside of Apprentice is intended as well. So are the lovely boxes inside that frame.
EDIT: OK, Sorry to all the Safari sufferers out there, there's a bug in safari's rendering of those box things, so I replaced them with a fancy table.
EDIT 2: Also found out that non-companions can't see images in posts linked from companion albums. Go figure. Moved all the headers over to my Photobucket for now.
EDIT 3: And for you people who insist on using Opera... Yes, I know that the frames have cut off edges... But this seems to happen everywhere on the board where someone uses Aelyria frames... No solution.
Last edited by Viniece; July 11, 2008 at 12:18 AM.
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July 12, 2008, 10:32 AM
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#5 (permalink)
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The Banana CD
Join Date: Aug 2003
Location: Chelseanna; Creative Team
Posts: 4,250
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Re: draft formats, we don't really have a uniform standard. It really depends on the individual CP and whether Contributors think a given format is over the top when it is posted for evaluation. The idea is that making it pretty is a good thing, as long as it doesn't detract from readability. That said, I'm not a fan of the seaweed green boxes and I think the titles of the levels could go inside the blue boxes. As for the pics, Photobucket isn't really something I'd like to link to from the compendium. Have you tried uploading them to the gallery? I think Kaelon is also working on an advanced attachment system for embedding images in posts.
Anyway, if nobody has further comments, this will go up to poll in a few days.
EDIT: The level progression is Novice-Apprentice-Journeyman-Master-Grandmaster. You can use custom names, but if you use the normal ones, they shouldn't appear at a different level.
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July 12, 2008, 10:44 AM
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#6 (permalink)
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Can Only End in Tears
Join Date: Jun 2008
Location: Jaedaxia
Posts: 97
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As I said, the photobucket thing is only temporary. I dunno how to use the gallery... I could go figure out how to do that, I suppose.
As for the Seaweed Green, I suppose I can ditch them
As for the progression, gotcha.
Going to just edit the things as need editing.
EDIT: Images are now linked from Aesthetika in the Gallery.
Last edited by Viniece; July 12, 2008 at 02:17 PM.
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July 12, 2008, 11:19 AM
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#7 (permalink)
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Can Only End in Tears
Join Date: Jun 2008
Location: Jaedaxia
Posts: 97
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Changed the level progression to Novice-Heir-Prince-Sage-Monarch, in keeping with the theme that you become somewhat like a regal defender (to the fish, anyways) with this skill.
In consequence of the changes of the level titles, Master of the Deeps will now be Prince of the Deeps again. (It was Prince of the Deeps all the way until like 3rd draft iirc, I changed it to Master because my level title was Master.)
Also ditched every single green frame except the title frame. Put all the level titles in the blue frames, but kept the text green.
Everyone happy?
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July 12, 2008, 11:20 AM
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#8 (permalink)
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~Child of Purgatory~
Join Date: Feb 2003
Location: Across the Empire
Posts: 3,134
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The colour of the boxes is a bit hard to read depending on the moniter. At work I can barely read the text because it shows up as a very bright neon stuff that hurts. At home it is slightly better but the colours are still eh~
Quote:
Regarding the Enduring Haste abilities:
• The natural endurance and swimming speed of aquatic races is roughly half again that of land races.
• The natural endurance of males is roughly a fourth again that of females.
• The natural swimming speed of females is roughly a fourth again that of males.
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You may want to put a note in that for the last two points that it only directly affects Theylri. Merfolk and lutrans don't have the size/speed difference between sexes like they do. The limits put in place on the non sea dwelling creatures looks good, and it looks like most of my questions and concerns have been addressed from the previous article. I am still curious personally how they would treat bends or anything like that but I can keep that to myself considering the responses on the last draft.
__________________
Playing catch up, sorry for the delays!
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July 12, 2008, 11:31 AM
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#9 (permalink)
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Can Only End in Tears
Join Date: Jun 2008
Location: Jaedaxia
Posts: 97
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Quote:
Originally Posted by Kour'el Kha'Serith
I am still curious personally how they would treat bends or anything like that but I can keep that to myself considering the responses on the last draft.
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If you'd like to contribute to my article with ideas on how this might be addressed, I'd be happy to hear them... just saying that I need to come up with them myself doesn't work for me though
As for the female/male thing, I'll be sure to adjust that wording. I was writing the article as a Thelyri, so I suppose I was thinking mainly of my own race there. Although, I'd reason that most land races who manage to discover ways to learn it would also have these adjustments. Think about it. A well trained female swimmer tends to swim faster in sprints than a male, but the well trained male swimmers tend to outdo the females on the distance swims.
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July 12, 2008, 01:47 PM
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#10 (permalink)
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Can Only End in Tears
Join Date: Jun 2008
Location: Jaedaxia
Posts: 97
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Quote:
Originally Posted by Kour'el Kha'Serith
The colour of the boxes is a bit hard to read depending on the moniter. At work I can barely read the text because it shows up as a very bright neon stuff that hurts. At home it is slightly better but the colours are still eh~
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OK. for those of you who do not use CRT anymore... (Sorry, I don't have a color inaccurate LCD to test against). Anyways, enjoy! Changed the colors to colors which should NOT appear neon on those 8-bit panels. In order to do this, I had to change the colors to ones that have a bit less contrast, but they still show up OK on my CRT's, let me know if any contrast-inept LCD's have any problems though.
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September 14, 2008, 05:18 AM
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#11 (permalink)
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The Banana CD
Join Date: Aug 2003
Location: Chelseanna; Creative Team
Posts: 4,250
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This has been submitted for evaluation.
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October 14, 2008, 10:33 AM
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#12 (permalink)
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The Banana CD
Join Date: Aug 2003
Location: Chelseanna; Creative Team
Posts: 4,250
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This has been approved, though I changed the level names to the standard ones - our contributors and I have been unanimous on that.  Congratulations!
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