Player: Scott Contact:zicak Age: 25 Current Characters: None
⌈ CHARACTER SECTION ⌉
Character: Zephyr Taiyoh Age: 23 OC Type: Pure / Tabletop OC Point Taken: From the middle of the campaign, I guess?
World Building: The continent of Thaumasia is a land set in the early stages of a magic-centered industrial revolution. While magical energies are abundant, it is extremely difficult for living creatures to make use of them, and therefore must resort to elementally-enchanted metals in order to utilize that power.
Magitech is a cornerstone of everyday life, and nothing exemplifies that more than the abundance of Frames, stories-tall mechanized automatons powered and controlled by the magical energies of a pilot. They range everywhere from construction models, to transportation vehicles, and most importantly military and mercenary combat units.
A number of nations have flourished with the development of magitech, but the rapidly-increasing demand for magical minerals and the riches they provide tend to cause friction, if not all-out war between nations. It's a world where conflict is abundant, innovation is at a dangerous high, and if the people don't kill you, the local megafauna will.
Also half the population are some extent of furry so there's that sort of racial strife going on, too.
Backstory: Zephyr Taiyoh grew up in a town-sized beastfolk tribe in the mountains, a tribe known by and large for its artisanry. Their culture, religion, education, and almost all facets of life involved creation in some shape or form, be it art, music, literature, or, most notably, smithing. Creation is a sacred act to them, and as such, encouraging children to do so is paramount, no matter what it is. This worked out well for Zephyr, who found herself more interested in the art of exploration and combat than the magitech systems most of her family were involved in. While she did learn the basics of engineering and smithing simply by growing up in the tribe, she took more of a liking to the grand stories of glory in faraway lands, heroes with towering and elegant Frames spreading justice where there was none, and exploring the far, unknown reaches of the continent in search of knowledge and treasure. That was what she wanted to do: go off on grand adventures instead of staying cooped up in a shop all day.
These feelings were only compounded over the years, as the tribe began to feel increasing tensions with the very theocratic government whose territory they were housed in. While their artisanry was well-appreciated, their method of religious worship did not fall in line with the national church's beliefs and practices. Nothing has happened yet, but even a kid like Zephyr could tell that tensions were rising, and if something weren't done, things might get a little bit unpleasant for the tribe.
And so, with a religious conflict on the horizon and a head full of tales of adventure, Zephyr decides her best course is to get herself a Frame, and set off to find a new place for the tribe to live, away from potential persecution. To that end, she enrolled in the Acadamie Castello, a renowned military school in the neighboring country designed to teach students the very best in Frame piloting and combat. Ever supportive of her endeavors, her friends and family came together to build a custom Frame to send her to school with- christened the Beaming Botany for its plant-like motif and main armament: a giant, intimidating laser cannon, because bullets are just so passe.
While she took well enough to the schoolwork aspect of academy life, she had some trouble adapting to the rigorous, no-nonsense culture a military academy tends to push. All cold, she could have very well gotten used to it in time, but that hope was dashed upon meeting her now-best friend and partner in crime: Mercedes, a carefree, wild badger girl who would rather replace the morning reverie with butt rock than actually heed its call to go to morning classes. The two of them became known as the Trouble Twins throughout campus, creating all sorts of mischief and near-unexplainable prankery in their wake. Oddly enough, they still managed to keep their grades up to spectacular levels, which was the only thing keeping them from expulsion by the end. They graduated among the top in their class, much to the confusion of their teachers, and instead of taking a guaranteed position of military officers, the two decided to strike out on their own for adventure and shits and giggles.
Zephyr Taiyoh | OC (1/?)
Player: Scott
Contact:
Age: 25
Current Characters: None
Character: Zephyr Taiyoh
Age: 23
OC Type: Pure / Tabletop OC
Point Taken: From the middle of the campaign, I guess?
World Building: The continent of Thaumasia is a land set in the early stages of a magic-centered industrial revolution. While magical energies are abundant, it is extremely difficult for living creatures to make use of them, and therefore must resort to elementally-enchanted metals in order to utilize that power.
Magitech is a cornerstone of everyday life, and nothing exemplifies that more than the abundance of Frames, stories-tall mechanized automatons powered and controlled by the magical energies of a pilot. They range everywhere from construction models, to transportation vehicles, and most importantly military and mercenary combat units.
A number of nations have flourished with the development of magitech, but the rapidly-increasing demand for magical minerals and the riches they provide tend to cause friction, if not all-out war between nations. It's a world where conflict is abundant, innovation is at a dangerous high, and if the people don't kill you, the local megafauna will.
Also half the population are some extent of furry so there's that sort of racial strife going on, too.
Backstory: Zephyr Taiyoh grew up in a town-sized beastfolk tribe in the mountains, a tribe known by and large for its artisanry. Their culture, religion, education, and almost all facets of life involved creation in some shape or form, be it art, music, literature, or, most notably, smithing. Creation is a sacred act to them, and as such, encouraging children to do so is paramount, no matter what it is. This worked out well for Zephyr, who found herself more interested in the art of exploration and combat than the magitech systems most of her family were involved in. While she did learn the basics of engineering and smithing simply by growing up in the tribe, she took more of a liking to the grand stories of glory in faraway lands, heroes with towering and elegant Frames spreading justice where there was none, and exploring the far, unknown reaches of the continent in search of knowledge and treasure. That was what she wanted to do: go off on grand adventures instead of staying cooped up in a shop all day.
These feelings were only compounded over the years, as the tribe began to feel increasing tensions with the very theocratic government whose territory they were housed in. While their artisanry was well-appreciated, their method of religious worship did not fall in line with the national church's beliefs and practices. Nothing has happened yet, but even a kid like Zephyr could tell that tensions were rising, and if something weren't done, things might get a little bit unpleasant for the tribe.
And so, with a religious conflict on the horizon and a head full of tales of adventure, Zephyr decides her best course is to get herself a Frame, and set off to find a new place for the tribe to live, away from potential persecution. To that end, she enrolled in the Acadamie Castello, a renowned military school in the neighboring country designed to teach students the very best in Frame piloting and combat. Ever supportive of her endeavors, her friends and family came together to build a custom Frame to send her to school with- christened the Beaming Botany for its plant-like motif and main armament: a giant, intimidating laser cannon, because bullets are just so passe.
While she took well enough to the schoolwork aspect of academy life, she had some trouble adapting to the rigorous, no-nonsense culture a military academy tends to push. All cold, she could have very well gotten used to it in time, but that hope was dashed upon meeting her now-best friend and partner in crime: Mercedes, a carefree, wild badger girl who would rather replace the morning reverie with butt rock than actually heed its call to go to morning classes. The two of them became known as the Trouble Twins throughout campus, creating all sorts of mischief and near-unexplainable prankery in their wake. Oddly enough, they still managed to keep their grades up to spectacular levels, which was the only thing keeping them from expulsion by the end. They graduated among the top in their class, much to the confusion of their teachers, and instead of taking a guaranteed position of military officers, the two decided to strike out on their own for adventure and shits and giggles.