SaarahWolffe
Awoo? Awoo!
- Joined
- Apr 18, 2020
Hello! I had an idea! A battlesuit RP in a magitek-fantasy setting. The players would be Taelesol, pilots of Regios Battlesuits, who complete contracts, delve dungeons, and fight monsters and such to help protect the people.
The tech level would be such that there are magitek guns, but swords and bows and such are still very viable (maybe because magitek). The world is generally fantasy, though a bit closer to steampunk maybe (crystalpunk), with some more developed cities. Train rails act as arteries through the countries, and skyships travel far across the lands.
Magic is known as weaving, involving the use of aether -- both internal and ambient -- to create wonderous magical effects. Weaving can also be done while in a Regios.
Regios specifically are capable of flight and are powered by aetheric engines, though they also drain some aether from the pilot to react more accurately to the pilot, thus Telesol tend to eat a lot. Taelesol are granted more strength and stamina, speed, etc while in their regios. How one fights in a regios depends on the pilot, if the Taelesol is melee-focused, ranged, spellcaster, support, etc. A regios is custom-made for each taelesol by the forge, a mysterious entity/place of interest.
The tech level would be such that there are magitek guns, but swords and bows and such are still very viable (maybe because magitek). The world is generally fantasy, though a bit closer to steampunk maybe (crystalpunk), with some more developed cities. Train rails act as arteries through the countries, and skyships travel far across the lands.
Magic is known as weaving, involving the use of aether -- both internal and ambient -- to create wonderous magical effects. Weaving can also be done while in a Regios.
Regios specifically are capable of flight and are powered by aetheric engines, though they also drain some aether from the pilot to react more accurately to the pilot, thus Telesol tend to eat a lot. Taelesol are granted more strength and stamina, speed, etc while in their regios. How one fights in a regios depends on the pilot, if the Taelesol is melee-focused, ranged, spellcaster, support, etc. A regios is custom-made for each taelesol by the forge, a mysterious entity/place of interest.
Named for the Great Mother goddess, Kenterra is a land of magic, wonder, and opportunity for those who know where to look. Aetheric energies imbue every living thing and even the very air around the folk. Crystals grow and sprout underground like mushrooms, to be harvested and refined into an energy source for the various technologies of the kin.
Kenna and Tael are the parents of the other gods, the trio. The dominant belief of Kenterra takes inspiration from the Trio, and is named the Way of the Three. The belief holds that, to become your true self, you must develop Body, Mind, and Soul. However, this development is wholly unique to the individual, and thus life is an endless journey.
Beyond the gods, there are beings of great power that hold sway over certain parts of the world
The three races of kin were born from blossoms of the world tree, a grand arboreal beacon which grows in the center of the continent which the kin call home.
The Aer emerged first from their blossom. Beings born of Mind, the Aer are kin with a greater connection to the aether than the others – and thus, a greater ability to weave. Each Aer is born with an aetheric crystal set in their chest, which absorbs ambient aether to boost weaving and which changes color with their mood. This connection with the aetheric energy will also manifest in other ways, such as glowing eyes or hair which flows with the aether, rather than the wind. Some Aer are born with horns, a tail, claws, different colors of skin… aether can be as unpredictable as it is powerful.
The Hirde emerged next, born of Body. Befitting this status, the Hirde are a race of kin with a great amount of variety. They can be born with features of almost any creature on Kenterra, from canines and felines to reptiles and insects. Hirde do gain physical traits and advantages depending on their form. Half-hirde, hybrids of a Hirde and another Kin, will look mostly like their non-hirde parent, but with some animal features of their Hirde parent
The final kin to emerge were the Humans. With none of the advantages a Hirde body might give, and no increased capacity for utilizing aether, one might assume the humans to be the weakest of the kin. Nothing could be further from the truth. As the Kin of Soul, humans are seemingly blessed with an odd form of creativity and passion. When a human is working towards something, it can feel as though nothing will stop them from achieving their goal. This extends to their bravery in the face of danger, adding credence to the stereotype of humans being hot-headed and reckless.
In the centuries after the final blossom, the kin learned to work together and quickly explored their home, expanding and building communities. All was well, for a time. The secrets of aetheric energy were quickly being unraveled and made truths of the land. The kin flourished during this time.
One hundred years ago, the twin forces of Chaos and Ruin invaded from a realm known as the Ur. A world parallel to Kenterra, familiar and yet oh-so different. The veil was torn open, and Ur energy spilled out unto Kenterra. This disrupted the flow of aetheric energies, but it would eventually prove to be a boon. The combination of Ur and Aether caused crystal formations to begin sprouting underground, and at times on the surface. This event was called the “Aethuric Convergence”, but is shortened to simply the Convergence at present.
The invasion of Chaos and Ruin, two of the most powerful Urbeasts – whose hordes were heavily resistant to the mundane weapons employed at the time – forced the kin to quickly find new ways to fight. The farseer Keldin was one of the first to recognize the enemy harbored a weakness to aetheric energies. The art of weaving – directly manipulating aether to create magical effects – was pioneered around this time. As well, aetheric runes were found to be effective at creating similar effects on weapons.
But weaving and runework would not be enough. So as the war continued, technological advances became commonplace. Trains were created to connect cities and nations as the arteries of civilization. Skyships began to soar the skies, bringing aid to the far-flung settlements that needed it. But one of the final projects came to fruition near the end of the war. Utilizing a multitude of runes and techniques, the Forge was created, which was able to autonomously create crystal-powered battlesuits known as Regios. But the Forge would only create Regios for those it deemed worthy, who would come to be called Taelesol – protectors of the realm. The Taelesol, trained in many forms of combat \found that the custom Regios created for them augmented their personal strengths – be it weaving spells, fighting in close combat, shielding their allies, or using ranged weapons like bows and firearms. Indeed, to be chosen as a Taelesol by the Forge was a great honor, but only those with the strength and will to fight and protect the realm to the death ever dared try.
And so was the war won, and the veil mended. But damage was done. Creatures of Ur came to coalesce from nothing, a phenomenon known as spawning, as well as temporary structures full of monsters known as dungeons. As such,a Taelesol's work is never done. Guilds full of hopefuls train to fight and protect the realm. The chosen who are granted Regios become Taelesol, who venture out and delve dungeons, slay monsters, and help kin who need it.
The current nations of Kin are as follows:
Kenna and Tael are the parents of the other gods, the trio. The dominant belief of Kenterra takes inspiration from the Trio, and is named the Way of the Three. The belief holds that, to become your true self, you must develop Body, Mind, and Soul. However, this development is wholly unique to the individual, and thus life is an endless journey.
- Kenna – The Great Mother
- Tael – The Godly Father
- Aront – God of Body
- Leis – God of Soul
- Roroa – Goddess of Mind
Beyond the gods, there are beings of great power that hold sway over certain parts of the world
- The Forces, Titans of the Elements
- Aquos (Water)
- Terrus (Earth)
- Flaras (Fire)
- Vindes (Air)
- Lunre, Titan of the Moon and Tides
- Solra, Titan of the Sun and Time
- Centri, Titan of the Cosmos
The three races of kin were born from blossoms of the world tree, a grand arboreal beacon which grows in the center of the continent which the kin call home.
The Aer emerged first from their blossom. Beings born of Mind, the Aer are kin with a greater connection to the aether than the others – and thus, a greater ability to weave. Each Aer is born with an aetheric crystal set in their chest, which absorbs ambient aether to boost weaving and which changes color with their mood. This connection with the aetheric energy will also manifest in other ways, such as glowing eyes or hair which flows with the aether, rather than the wind. Some Aer are born with horns, a tail, claws, different colors of skin… aether can be as unpredictable as it is powerful.
The Hirde emerged next, born of Body. Befitting this status, the Hirde are a race of kin with a great amount of variety. They can be born with features of almost any creature on Kenterra, from canines and felines to reptiles and insects. Hirde do gain physical traits and advantages depending on their form. Half-hirde, hybrids of a Hirde and another Kin, will look mostly like their non-hirde parent, but with some animal features of their Hirde parent
The final kin to emerge were the Humans. With none of the advantages a Hirde body might give, and no increased capacity for utilizing aether, one might assume the humans to be the weakest of the kin. Nothing could be further from the truth. As the Kin of Soul, humans are seemingly blessed with an odd form of creativity and passion. When a human is working towards something, it can feel as though nothing will stop them from achieving their goal. This extends to their bravery in the face of danger, adding credence to the stereotype of humans being hot-headed and reckless.
In the centuries after the final blossom, the kin learned to work together and quickly explored their home, expanding and building communities. All was well, for a time. The secrets of aetheric energy were quickly being unraveled and made truths of the land. The kin flourished during this time.
One hundred years ago, the twin forces of Chaos and Ruin invaded from a realm known as the Ur. A world parallel to Kenterra, familiar and yet oh-so different. The veil was torn open, and Ur energy spilled out unto Kenterra. This disrupted the flow of aetheric energies, but it would eventually prove to be a boon. The combination of Ur and Aether caused crystal formations to begin sprouting underground, and at times on the surface. This event was called the “Aethuric Convergence”, but is shortened to simply the Convergence at present.
The invasion of Chaos and Ruin, two of the most powerful Urbeasts – whose hordes were heavily resistant to the mundane weapons employed at the time – forced the kin to quickly find new ways to fight. The farseer Keldin was one of the first to recognize the enemy harbored a weakness to aetheric energies. The art of weaving – directly manipulating aether to create magical effects – was pioneered around this time. As well, aetheric runes were found to be effective at creating similar effects on weapons.
But weaving and runework would not be enough. So as the war continued, technological advances became commonplace. Trains were created to connect cities and nations as the arteries of civilization. Skyships began to soar the skies, bringing aid to the far-flung settlements that needed it. But one of the final projects came to fruition near the end of the war. Utilizing a multitude of runes and techniques, the Forge was created, which was able to autonomously create crystal-powered battlesuits known as Regios. But the Forge would only create Regios for those it deemed worthy, who would come to be called Taelesol – protectors of the realm. The Taelesol, trained in many forms of combat \found that the custom Regios created for them augmented their personal strengths – be it weaving spells, fighting in close combat, shielding their allies, or using ranged weapons like bows and firearms. Indeed, to be chosen as a Taelesol by the Forge was a great honor, but only those with the strength and will to fight and protect the realm to the death ever dared try.
And so was the war won, and the veil mended. But damage was done. Creatures of Ur came to coalesce from nothing, a phenomenon known as spawning, as well as temporary structures full of monsters known as dungeons. As such,a Taelesol's work is never done. Guilds full of hopefuls train to fight and protect the realm. The chosen who are granted Regios become Taelesol, who venture out and delve dungeons, slay monsters, and help kin who need it.
The current nations of Kin are as follows:
- The Kingdom of Aloran
- The Gyoxian Empire
- The Rhedonan Federation