Crystal Ambition

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Crystal Ambitions is set in a world where magic crystals were discovered at the dawn of the 20th century.

Inspirations: Final Fantasy, Mai-Otome, SDs


CA Powers

Setting

History

  • 1908: The First Crystal is discovered after it impacts from space.
  • 1918: The Second Crystal is discovered, others soon follow around the world
  • 1935: Aspects are discovered, the magical properties of the crystals are harnessed.
  • 1937: The Great War begins over the crystals, now that their true power is known.
  • 1945: The Great War ends.
  • 1945: The Concord of National Powers is established
  • 1950: The Aspect International Academy is established
  • 2015: Present day.

Paradigm

Magical/magitech near future.

The Crystals

Crystals are dense clusters of exotic matter, usually in the region of 10 to fifteen meters tall. They emit a form of localised emission known as a mana field, in which physical laws can be bent in a myriad of ways, is it by all accounts, magic.

Aspect Soldier

Aspect Soldiers


Geography

GEO

Kefka

The Continent of Kefka is a large landmass, recently glaciated it is a land of valleys, mountains and vast grassland plains. To the east, the desert mountains rise, separating the lands of the east from those of the west by anything but vehicles. Most of the major old civilizations call Kefka home and some newer powers are born from colonial powers that reside here.


Gestahl

South of Kefka, Gestahl is a collection of large floating landmasses, above a series of islands and long expansive lagoon and reef systems.

Jecht

Races

Humans

You're human.

Vitare

These beautiful, winged individuals are the primary residents of the floating landmasses of Isla, where they once built a great empire upon these flying rocks. Their empire is long gone, collapsed due to its insular nature and vicious infighting, but they still maintain several cities on the flying continent of Ascend and on other smaller sky islands. Most of these cities are shared with humans; either descendants of former slaves (who often now rule the ancient settlements) or recent immigrants looking to live in the clouds.

Vitare are light-boned humanoids with slender limbs and long, talon-like fingers. They have human faces and features, though their ‘hair’ is actually crests of feathers, which merge with their wings. While capable of flight on their own, they’re only about as fast as a bird. With modern crystal technology, they sheathe them in crystal-lined fins that allow them to hover and fly at considerable speeds.


Mitare

An offshoot of Vitare, these feathery beings look nearly identical to their airborne cousins, except that they have wings of only a foot long. Therefore, they cannot fly under their own power, and have been traditionally ignored by their airborne cousins. The advent of crystal technology allows them to use wing-sheathes, much like their other cousins, but these are expensive and are mostly used for military and exploration purposes.

Mitare are known for training chocobos, and often can be seen herding the creatures along the plains of their homelands to new grazing pastures. Many Mitare are trained riders, and breed all colours and types of the bird. The most prized are the flight-capable black chocobo, which allow them to circumvent their vestigal wings without resorting to expensive crystal-pinons.


Djinnae

The physical features of a Djinnae are unknown to most, due to their cultural dress. Every member wears some form of full-body cloak or robe, along with gloved hands and a mask or hood of some kind. Their clothes are often decorated with multiple knick-knacks and are sewn together with seemingly-random fabrics. They’re shorter than most people, and their limbs seem longer than normal for humans. Beneath their robes, they resemble human-sized monkeys, covered in brown hair, but with human faces and hands, and no tail.

Djinnae are keen-minded and have a love for technology and exploration. Many are scavengers or merchants, finding deposits of crystals or lost treasures and selling them in cities. They also work as craftsmen, producing various goods for sale to others. They’re quite communal, and many richer ones have the company of the Marione, their own creations. They’re particularly fond of crystals, and many great alchemists or magicians are Djinnae.


Marione

Created by the Djinnae as servants, these beings look like fleshy marionettes, complete with segmented joints and near-featureless faces. Their mouths are barely slits in their face, and they seem to have no eyes (though they see fine, as their ocular organs can see through the skin around their face). Designed as labourers and bodyguards, these beings are extremely quick and dexterous, capable of great precision. They also learn quickly, picking up tasks by rote.

Marione are not entirely sentient when first created, most quickly develop sentience. Upon discovering this, Djinnae treat them as servants and employees rather than slaves, paying them for their work. Many are used as crafters and haulers, or to guard their masters; most have remained as such. They are loyal and straightforward, but very quick to learn and adapt. The Djinnae have given the Marione the process used to create them, allowing them to ‘birth’ new members of the species.


=

Gargoyles=== These stony-skinned creatures are the natural product of crystal buildup, stone animated by material growth and given life. No two gargoyles are alike, but most are animalistic forms, hybrids of seemingly-random creatures. Most are incredibly strong and resilient, though they’re often a bit lumbering (this is not always the case). They have no uniform size; some are truly gigantic.

Only a few gargoyles are sentient, but those that are tend to be predatory and domineering. They often lead hordes of gargoyles to attack nearby villages, and take the crystal sources as their own.


Sergia

These hulking, hairy figures live in forested and swampy regions, forming tribes and fighting territory wars. Standing seven to nine feet in height, they’re notable by their obscured faces and fur-like coats of hair. Fiercely secretive and territorial, they often keep to themselves and resist attempts to colonize their forests. Still, some become mercenaries and travel (notable exiles).

Making a Nation