• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fandom Phantasmal Armor Gundam - Lore Page

OOC
Here
Characters
Here
Other
Here

GasMaskie

"Wait and Hope"
Roleplay Availability
Roleplay Type(s)
My Interest Check
The World
Factions
The Kingdom of Lacille rose to power just a little over a century ago after several marriages and a succesful conquest of the region. With their early discovery and restoration of a Gundam, Lacille's forces have historically been mechanized and technologically advanced. Tensions between the landed nobility and the Lacille Royal Family, however, have grown increasingly strained between the war and the kingdom's forces retreating towards the capital. Memories of a failed rebellion and a civil war have not faded yet, and with the current stagnation within the conflict it seems that the kingdom seems ready to tear itself apart. Rumors of the Prince's ambitions have also been abound...

Established in Holy Calendar 89, the Zeldra Confederacy is formed primarily out of the collected tribes that inhabit the eastern half of Lacroa. With the union of the Zeick and Eldra tribes after generations of blood feuding and open warfare, the Zeldra Confederacy found allies in the disgruntled and mistreated tribes and ambitious nobles stationed far from the kingdom. Within a few years and some stolen intelligence, confederate forces quickly grew and developed to rival the kingdom's troops. Their smaller population is offset by the land's fertility and rich resources. Rumors have also been swirling about of their own bids for foreign intervention...

The Southern Seas are a treacherous expanse - if the storms and Phantasmal Beasts don't destroy your vessel, then it's almost certain that Lacillan or Zeldran navies will commandeer your vessel for much-needed goods and supplies for their war efforts. In order to combat this privateering (and protect profits), wealthy merchant families banded together to create the Southern Seas Merchant Alliance. With their official neutrality on the wall and their own admitted independent mercernary forces, the alliance seeks to come out of the war with their businesses intact and their islands flying their own flags. But, a little backstabbing and in-fighting are to be expected when bitter rivals are forced to band together by circumstance alone.

In the center of most maps, you'll find the Al'faed Sultanate. This desert nation boasts a long and storied history of defense against the numerous Phantasmal Beasts that have appeared time and time again within their part of the world. It was through both tenacity and successful conquests that the Al'faed dynasty became the sole power within those shifting sands. Though there are rumors of great treasures and riches within the ruins spread throughout the land, it seems that the scorching sun and the dangerous beasts have put an end to many of the sultanate's expeditionary forces. Though properous as of late thanks to their hegemony and distance from the Lacille-Zeldra War, intrigue always seems to be the popular hobby in court...

And in the Far East of Ark lies the Kidou Empire, who have enjoyed a complete domination of their slice of the world thanks to their technological prowess and their preserved Gundam. Unlike other nations, the Kidou Empire is extremely isolationist, preferring to shoot first when it comes to vessels that enter their territory. The current state of their politics is unknown and their hold on the region has allowed them to remain self-suffcient for the most part, with tentative agreements with a few alliance merchant families. Through their limited trade and the occasional odd exile or wanderlusted vagabond, the Kidou Empire's exotic equipment and mystical arts have become desirable in other parts of the world...

Phantasmal BeastsThe war between the People of the Sky and the People of the Earth ultimately lead to the development of two weapons - one of which were the Phantasmal Beasts. According to legend, the war wiped out all traces of magical creatures in the world such as dragons, giants, and gryphons. Their bodies were absorbed into the earth and their natural magical energy pooled into sources of magical fuel, typically referred to as mana. The Phantasmal Beasts are mechanical facsimilies of these long-dead creatures - and very much capable of the powerful magic they take their likeness from. The true origins as well as who created these monsters are unknown, but there seems to be no end to these wandering weapons. Due to the highly radiant magical energy they exude and their large size, Phantasmal Armors are necessary for dealing with them.


Phantasmal Beast.png

Phantasmal Beasts are seemingly devoid of any intellect and destroy anything that lays within their path. Due to their mechanical nature and an inability to replicate their inner workings, slain Phantasmal Beasts are often used for the creation of weaponry and equipment. The most notable of which are their Cores, orbs within the very depths of their bodies that contain imprinted data of the creatures they were based upon. These Cores are highly valuable resources and used in the creation of a Phantasmal Armor - high-quality Cores contain certain affinities that alter the performance of a Phantasmal Armor.

Phantasmal ArmorsTo combat the Phantasmal Beasts, humanity crafted the Phantasmal Armors based on the Gundams they had discovered. These giant mechanical suits average from 6 to 8 meters tall and move through the movement of magic throughout their bodies. A majority of designs, having drawn from the Gundams, have cockpits within the center of the Phantasmal Armor's chest - this is where armor is concentrated the most. There are two major components to a Phantasmal Armor - the Core and the Frame. The Core, harvested from slain Phantasmal Beasts, serves as the 'heart' of the Phantasmal Armor by acting as the conduit for the flow of magic throughout the armor. Typically, the Core is built into a Mana Engine or a Mana Reactor to serve as the primary energy source for a Phantasmal Armor. The other major component, the Frame, is the inner skeleton of the Phantasmal Armor which is built upon to become the Phantasmal Armor's body. Mana-reactive crystals are inlaid within the metal Frame to direct the flow of magical energy for movement and large-scale magic among other things. Frames are typically standardized and tend to have qualities dependent on the nation that created them. Modifying Frames is an intensive and rare process that requires intimate knowledge of the crafting techniques of the nation or nations that manufactured the parts.


Phantasmal Armors.png
Once the Frame has been outfited with the necessary components to give the Phantasmal Armor shape, armor plating is then bolted onto the unit. Though many nations use different alloys and metals for their plating, armor can ultimately sorted into three categories - Light, Medium, and Heavy. Light armor is thin but provides the greatest mobility while the inverse holds for heavy armor. Though the designs of armor plating are standardized within national armies, mercernaries have been known to customize their armor. Thanks to certian magic and modifications, Phantasmal Armors for use underwater have also been created - though they tend to manuever poorly on land as a result of their specialization. Flight capable Phantasmal Armors are extremely rare at the moment; the only known units are fielded by independent mercenaries with more than a few notches under their belt. Older and smaller Phantasmal Armors can usually be seen in cities or out in the country-side, having been repurposed for mechanized labor.

WeaponryMelee is the time-tested and primary form of combat for Phantasmal Armors. Blunt weaponry such as hammers and maces are among the most common simply for their effectiveness against armor but sharp weaponry such as swords and spears are employed to strike at joints or vulnerable places between armor plates. The edges of blades also are more efficient for channeling magical energy, making them the preferred choice for talented pilots who can better utilize their Phantasmal Armor's magic. Ranged warfare is pragmatic and effective, with the main firearms being crossbows and bows. Crossbows, having been improved with auto-loading mechanisms and bolt cartridges, are the most common options. And while archaic, bows lend themselves to magic much in the same way as swords. Shields are commonplace and cheap should they inevitable break in combat, though some shields are capable of storing magic within them for further protection. Staves and Rods are the ideal weapons for using Magic, though they lack any practical use outside of that other than a potentially frail bludgeon. They can affect both the range and area of magic used by the Phantasmal Armor.

The weaponry crafted from the remains of Phantasmal Beasts can come in a variety of forms and functions, while their magical abilities can put them in a league of their own. However, even the most skilled of smiths are unable to fix their extreme energy inefficiency - the more devastating the weapon, the more likely that a Phantasmal Armor will burn through their entire fuel supply or overload under the strain of repeated use.

MagicIn ancient times, the People of the Sky and the People of the Earth were capable of drawing upon ambient magical energy to cast spells. In modern times, it's estimated that only 1 in 100 humans are capable of wielding magic the same way. However, Phantasmal Armors are capable of utilizing magic on a grander scale. Through the installation of crystal inscribed with certain magical spells, a Phantasmal Armor can use two types of Magic: System Magic and Tactical Magic. System Magic is a highly-efficient and passive magic that can increase the performance of a Phantasmal Armor or cause it to act differently. For example, a System Magic for reducing armor weight can make a heavily armored unit move far better than it normally would. Meanwhile, Tactical Magic are usually offensive in nature - fireballs and spears of ice are good examples of such.

Magicians tend to be kept off the battlefield despite their spellslinging abilities. Instead, many tend to open ateliers for the creation of spell crystals for Phantasmal Armors. Those that do step onto the battlefield, however, are capable of even greater feats of Tactical Magic but as a result become high-priority targets to be dealt with first. An international agreement between the major powers of the world has also lead to the creation of several academies for the magically inclined, all neutral and passive in the affairs of the world. Hidden away in the most remote of places, these academies are almost as isolated as the Kidou Empire.

GundamPrecursors to Phantasmal Armors and the horned giants of legend - Gundams function similarly to other Phantasmal Armors. The latter's parts are compatible with Gundams as a result of their development history; though critical damage to a Gundam's frame can make repairing them simply impossible. At one point, Gundams were one-unit armies but modern times have seen Phantasmal Armors quickly catching up in terms of performance. However, Gundams boast more than just superior performance and specifications. Certain System Magics are inherent to the Gundam unit and are unable to be replicated. Phantasmal Beast Weaponry is also noted to be far more efficient when wielded by the Gundam as well. Perhaps the most notable magic that a Gundam is also capable of is....


Bael.png
Currently, the only known nations to possess Gundams are the Kidou Empire and the Kingdom of Lacille. However, there have been unconfirmed reports of Gundams in the possession of independent mercenary groups as well as rumors of at least one or two units hidden away within the sands of the Al'faed Sultanate, ready to awaken once more.
 
Last edited:
Locations
Within this world are two major continents - Lacroa and Ark. It is said that during the ancient wars of land and sky, the world split into two and shattered, becoming the world we know today. As for the name of this world, it has long been lost to the sands of time.

LacroaThe western continent. The Kingdom of Lacille's domain lie to the west, while the Zeldra Confederacy stake their claims on the eastern side of Lacroa. Almost directly down the center of the continent are various unaffiliated villages who claim neutrality in the Lacille-Zeldra War. And due to this, these frontier settlers are often caught in the crossfire of both sides - stories of villages wiped out by soldier from both sides for the most petty of reasons are quite common. The string of southern islands where merchants have conglomerated are also considered part of Lacroa, though tradtions and cultures are considerably different as a result of relative isolation.


Lacille.jpg

The Kingdom of Lacille
Lush forests and bitterly cold mountains make up most of the kingdom's holdings. Its captial, Cronia, lies roughly in the center of its territory. It can be said that all roads in Lacroa ultimately lead to Cronia, where both industry and the Holy Church are based in. Further south lie warmer lands where much of the kingdom's agriculture is produced. Other notable locations within the Kingdom of Lacille include the port town of San Valle, and Skalden, a city whose mining industry turned towards excavation when resources became scarce.


Zeldra.jpg

The Zeldra Confederacy
Lacroa's eastern half, for much of history, were considered the territory of Phantasmal Beasts and far too dangerous to settle. With the advent of Phantasmal Armors, however, settlers who triumphed were surprised to learn that generations of tribes had thrived upon the Plains of Si'xa. The Jeun Mountains stretch towards the south within the confederacy's territories and offer a strong maritime defense against navies who would attempt a landing. The ancient fortress of Sem Vaya Quo is the capital of the confederacy, having been converted into a city just a few decades before the unification of the Zeick and Eldra
tribes.


Southern Seas.jpg

The Southern Seas Merchant Alliance
The various small islands to the south of the Lacroa have tropical climates, with some of the more daring settling in areas with still-active volcanos. Though Phantasmal Beasts are particularly prevalent in this region, years of travelling have mapped out safe trade routes between each island - and safe paths on the seas are among the alliance's most guarded secrets. Raruna Island is the largest and wealthiest of the islands, and it is here where the 3 major families of the alliance jockey for complete control.

ArkThe eastern continent. The Saddrac Desert that dominates most of the continent has been attributed to the devastating war of the past. The Al'Faed Sultanate has reigned within Ark's boundaries for many generations, with most of their rivals having been assimilated or simply outlasted in one of the world's most dangerous regions. The more hospitable and fertile eastern expanse of Ark is under the control of the Kidou Empire, whose seat of power within a smaller island on the edge of the continent.


Al'faed.jpg

The Al'faed Sultanate
A time-tested and hardened nation that has historically had the most dealings with Phantasmal Beasts. The dangers of the Saddrac Desert's shifting sands has also been proven to be an effective barrier against foreign enemies. The Sultanate's capital, Halareya, was originally founded around the largest oasis in the region. A complex series of underground tunnels and waterways connect the Sultanate's distant cities to one another, forming perhaps the most extensive infrastructure in the world.

Kidou.jpg

The Kidou Empire
Constant wars and conflict have forged the mighty Kidou Empire into an unrivalled hegemony in the far east of Ark. While in recent years that have begun to focus on their naval and aerial capabilities, campaigns to expand westward have always been met in failure against the natural defenses of the Al'faed Sultanate. Outside of its name, not much is known about the Kidou Empire's capital, Jinsu. Historical records and common rumors persist of an enormous tree that stretches far above the clouds within the Kidou Empire's main landmass, but not even exiles are keen to confirm or deny such.


Religions and Beliefs
Worship has traditionally focused upon either the People of the Sky or the People of the Earth for their immense knowledge and the power concentrated within their weapons, with one side typically being demonized as aggressors that started the war. The Kidou Empire and the Al'faed Sultanate in particular have defacto religions based upon this. With the founding of the Kingdom of Lacille, however, the Holy Church began to venerate the First King as a manifestation of divine will. The Gundam that he piloted has also become a symbol of worship, maintained by the church and located within Cronia. A point of contention has also arisen, with the Holy Church declaring other beliefs as pagan or heretical. The Zeldra Confederacy, however, have always clung to their traditional beliefs of nature spirits and that Phantasmal Beasts are signs of the planet seeking to punish humanity for their transgressions. Former nobility, however, their beliefs in the First King, but practice in the privacy of their own homes and have come to believe that the Lacille Royal Family has lost their way.


Technology

The re-discovery and reverse-engineering of both Gundams and Phantasmal Beasts has resulted in a worldwide reliance on mana as an energy source. While horses and drawn carriages are still the most common source of transporation, automatic carriages or autocarriages that run off mana are status symbols. Typically, only a military force or a particularly wealthy family own them. Advances in flight have resulted in one-person vessels and the occasional conversion of seaborne ships into airships, but nations have yet to grasp the concept of aerial superiority or simply don't have the resources to invest in that field. Locomotives reliant on mana have been created, though due to the constant shifting of territory, rail systems typically only spread within the protected center of certain nations.

Through advances in magic, broadcasting systems have been created using flattened crystals or pools of water. While transmitting a visual through magical signals from a high place is easily achievable these days, rarer still is audio. Broadcasted programs often rely on intertitles as a result. Though Telelink System Magic exists, it would require massive resources to implement it over the same distances and number of outputs as a broadcasting system.
 
Last edited:
Records

Phantasmal Armors/Gundam UnitsDesignation: Garzen
Appearance/Description: A scavenged Phantasmal Armor created from abandoned and destroyed Gardlite and Zenro units found commonly throughout Lacroa. Due to the poor quality of parts and a general lack of maintenance, these Armors fail to live up to either of its origins specifications. Due to the nature of their construction, most Garzens are unique in their part selection and looks.
Core: Golem
Frame: Confederacy
Armor: Medium
Arsenal Loadout: Bladed Weaponry (Axe/Sword) x 1, Crossbow x1
System Magic: Telelink
Tactical Magic: N/A
Optional Equipment: N/A

Phantasmal Armor Stats:
Mana Points:
15
Weight Limit: 8/10
Power: 2 (+1)
Potency: 0
Mobility: 2 (+2)
Durability: 2 (+2)
Resistance: 0

Designation: Garzen (Refined)
Appearance/Description: A Garzen tuned and modified for superior performance. Its originally scavenged armor has been reinforced with multiple layers and its mono-eyed Zenro head is unrecognizable under its bucket-like armor plating.
Core: Golem
Frame: Confederacy
Armor: Heavy
Arsenal Loadout: Two-Handed Weaponry (Spear)
System Magic: Telelink
Tactical Magic: N/A
Optional Equipment: N/A

Phantasmal Armor Stats:
Mana Points:
15
Weight Limit: 10/10
Power: 4 (+1)
Potency: 0
Mobility: 2(+2)
Durability: 2 (+2)
Resistance: 2


BestiaryNothing recorded!
 
Last edited:

Users who are viewing this thread

Back
Top