[hider=Initial post]Little thing I'm thinking of doing, there is literally nothing done of it at the writing of this post, but there are a few things that will be done. As an AU it will not be the same Teyvat in the original game, there'll be a new selection of Archons and nations, with their own cultures and rules, canon characters will not exist in this AU, and the level of technology will be different. I'm writing this to see how much interest there might be for it. For those familiar with me, don't worry, I'm not going to introduce some big system for this one. This RP will be more about the role than the play in roleplay. Rather simple and straightforward. There may be some rules, but don't expect a numbered system (I'm sure no one wants to do artifacts outside of Genshin anyway). If you're interested in playing, post here in this thread. If you're interested in helping me run it, post here in this thread... And maybe shoot me a DM. How many people do I need before I decide to run and build this? 4 is enough, but perhaps no more than maybe 10-12 players.[/hider] [h1][center][b]Premise[/b][/center][/h1] [indent][indent][indent]The world of Teyvat sees an age of increased prosperity as the Electro nation of Averton launches the age of industry, where man steps away from the providence of gods and spirits, and instead by their own hands, takes hold of their own futures. Yet, not every person in this new age seeks to create a future for the good of all, there are those who seek selfish ends with the new technology, only focused on the benefits that they alone will experience. The many peoples of this diverse land experience a myriad of problems, as does every age of civilization does. Rebellions, whispers of war, conspiracy surrounding the rich and powerful, and lawless lands seeking order. Way of life in this Teyvat can be unclear, especially for those living on the fringes. Those who hold Visions considered the last envoys of the Archons.[/indent][/indent][/indent] [h1][center][b]Nations of Teyvat[/b][/center][/h1] [hider=Major Elemental Nations] [h2][color=f7941d][b]Fuhan - Huo Dynasty - Pyro[/b][/color][/h2] The Huo Dynasty, ruling over Fuhan enjoys an upward boom in technological progress, taking to the new industry pushed by Averton, and making use of it to heavily expand their pyrotechnics and gunpowder technologies, leading to a military with exceptional firepower. The Emperor of the Huo Dynasty is a powerful figure in the global stage, one with power, and rumors of invasion and war are abound around them. The peoples of Fuhan live in a prosperity built off of war, and the belief of the strength of their country above others. The order of Fuhan is rarely matched within its borders, and its people hold the Pyro Archon in high esteem. The aggressive nature and policies of this country have given it a reputation where people may not necessarily wish to deal with them in some capacities. [h2][color=00a651][b]Yato - Yato Shogunate - Anemo[/b][/color][/h2] The country of Yato had enjoyed a relative period of peace, isolationist policies leaving only merchants as a means to communicate with the outside world, a decision that was made by the Imperial Yato Emperor and Anemo Archon many years prior. However, today, Yato faces a crisis of identity. The Anemo Archon has disappeared, and while some cling to the old ways, others see the world beyond their borders have changed, and wish to ensure their home can equip themselves against it. With the disappearance of the Anemo Archon, the governing bodies that had been established by the Archon took up the role of acting leadership. This governing body is currently known as the Yato Shogunate, a military governing body, and their goal is to preserve the authority of the Anemo Archon. However, this has been a long 15 years already, and the people who live in Yato have grown tired of it, seeking to overthrow the Shogunate, and help the country and its peoples, rather than the authority of an Archon who has not been there for them. [h2][color=662d91][b]Averton - Federacy of Averton - Electro[/b][/color][/h2] The industrious country of Averton, ruled by the Electro Archon, is the center of industry and progress, so-called the City of Technology, boasting many experimental and proven gadgets for day to day life. Every day, one could take a short walk on the streets of this cobblestone city, and see something new. This city however is not kind, as it is known for its highly competitive businesses and companies. The peoples of Averton over the years of industrial revolution have experienced a steady increase in the wealth gap. Those who are poor, are truly poor, and those who are wealthy, are more than simply wealthy. Though it is not so bad as most are in squalor, but it is enough that to many, it is clear who the 1% are just by looking at them. The industrial revolution of Averton has led to merchants becoming more wealthy than they could possibly imagine prior by owning the many factories throughout the country. [color=aba000][h2][b]Al-Marabar - Sand King of Al-Marabar - Geo[/b][/h2][/color] The nation of Al-Marabar is one constantly at odds with itself. As the region is mostly a sea of shifting sands, strange sand-faring vehicles traverse these great dunes like a sea, and upon them ride pirates and warlords, looking to loot or kidnap to add to their mobile fortress cities. Only one warlord is known to be able to command all of the warlords in times of need, the Geo Archon. In the great sandy seas of Al-Marabar, you are either a sand pirate under a warlord, or living in harsh conditions at one of the villages within the nation. There are very few choices for prosperity as a citizen beyond trying to join a warlord and their wandering cities, and if the warlord is kind, they may allow citizens to live in their city. [h2][color=6ecff6][b]Helgaskr - Kingdom of Helgaskr - Cryo[/b][/color][/h2] This icy nation, known for its strength and resilience, is naturally isolated, hidden away behind the mountains, but those who have met its hardy people are quick to understand that strength is everything for these people. In such an environment where even the wildlife could spell an early end for them, it is easy to understand this. The Cryo Archon is said to be a peerless warrior themselves, though despite this, they have shown recent interest in Averton’s technological progress. The peoples of Helgaskr are a hardy bunch, though few in number. Even the women of this land practice martial arts as a means to stay fit and ready. Despite their muscle-headed mindset, they have a rather rich culture of dressmaking, knitting, weaving, and embroidery. This is due to the sheep that are native to their region who can only graze and live in such cold climes, and have a rare, high quality wool. [h2][color=0072bc][b]Lascuta - The High Court of Lascuta - Hydro[/b][/color][/h2] The center of culture and the arts, Lascuta is the nation of Hydro, known for its beautiful vistas, canal cities, and performing arts. This nation possesses a special status when it comes to relations with others. Their many centuries of building up cultural prestige has made them the perfect platform to promote developments being made around the world today, and so despite their standing military being so small, they are afforded excellent protection via the private militaries of those with vested interests. The Hydro Archon is a recluse, and is said to only appear when they fancy something being shown in the city. Living in Lascuta, you are either an artisan of decent wealth, a member of high society, or here illegally. Lascuta has strict standards for anyone to live here, and makes their money off of investment in their venues, and to keep such venues pretty, they need pretty people to fill their streets. As many say, this nation is the height of vanity, and such a statement feels like an understatement upon visit. Of course, that’s just for living in the city, anyone is free to travel here and visit… Granted they can afford the fare. [h2][color=a2d39c][b]Walton - United Republic of Walton - Dendro[/b][/color][/h2] The recently established United Republic of Walton, with close ties to Averton on their founding, is a large expanse of land of both dry, rocky desert, and lush, green mountains and forests. This young nation has not the people to fill it just yet, and so with things so far apart, lawless men ride the great expanses, robbing others and trying to make a life for themselves, when an honest one had turned their backs on them. The quick adoption of firearms by the peoples of Walton has made their very best fighters peerless gunslingers. Walton almost several decades prior used to only be desert, but a man known as the first Dendro Archon had come to this land, and seeing its people under such harsh conditions in the hot desert had bequeathed special seeds to its people. They planted it in the barren desert, and from it, lush greenery and forests grew. Walton at this time though was not called such, known as Uvera, however many decades later, people who were exiled from Averton found this land, and settled. There were many battles with the indigenous population of Uvera, but eventually they would with the superior firearms supplied by Averton, manage to establish dominance. The peoples of old Uvera pray for the Dendro Archon to come and save them once more. [/hider] [center][h3][url=https://docs.google.com/document/d/1MPZZ4ZjbI-32KvrhMB1ZeCBVo-SiLzjIbFsaDOHLqpY/edit]Character Sheet[/url][/h3][/center] [center][h3][b]Playable Races[/b][/h3][/center] [hider] [center][h3][b]Standard Races[/b][/h3][/center] [b]Humans [/b]- The most populous race living in Teyvat, their origins date back so far that it’s impossible to truly figure out when they began. Naturally being the most populous race has its share of benefits, such as status and being more free from being discriminated against, though they are also known as a rather dextrous and innovative race. Many of the rich and noble families of Teyvat, particularly in Averton and Lascuta are humans. Humans also vary from region to region, with the hotter, sandier areas having more dark skin, while colder areas have lighter skin, as a generalization. [indent][b]Professional [/b]- When executing any action in regards to your profession, gain an advantage in the interaction. Depending on your profession you may also use that to persuade others in certain situations.[/indent] [b]Beastmen [/b]- Perhaps the second most common race, though just as rare as some others if one is to look at specific animal beastmen. Overall, beastmen are not too different from humans, save for a few traits similar to their animal counterparts. Cats may be more limber, birds may have a lighter physique, wolves may have greater physical strength, and so on. [indent][b]Wild Instinct[/b] - Gain physical advantages based on your species. This can be from acrobatics and agility like that of a cat, or physical stamina for dogs and bears. [/indent] [b]Elves [/b]- Quite a rare race, almost as rare as some of the others. On the surface they appear no different from humans, a lot of the same physical abilities that a human might be able to achieve, is also achievable by them. However, to see what truly sets them apart is to meet one that is a vision bearer. Elves have a great talent for elemental arts, even at a very young age they display a great affinity for crafting and executing elemental skills and items. [indent][b]Elemental Bloodline[/b] - When using any technique that involves the user’s element, they have the option to execute it as if their Elemental Mastery affinity was one point higher.[/indent] [center][h3][b]Unique Races[/b][/h3][/center] [b]Adeptus [/b]- Disciples and creations of the first Pyro Archon, long-lived beings with immense mystical power. They are defined by their Adeptus arts, which are capable of creating their own realities. Adepti are often in search of knowledge and wisdom, usually towards a particular subject, as the accumulation of knowledge is one of the reasons they were created, as to not forget about the past. [indent][b]Adepti Arts[/b] - Half Adepti also benefit from this. This is essentially a third style outside of Fighting Style and Elemental Skill. Adepti Arts allow the user to create living constructs to fight with them, usually made from their own element. They can be plants, animals, or apparitions. These must be listed as techniques.[/indent] [b]Yaoguai [/b]- Powerful beasts that live in the lands of Fuhan, but able to assume a human form. Over time, Yaoguai have adapted and learned to coexist with the citizens of Fuhan but are still widely seen as savage beasts. They possess great strength and resilience, and their beast forms give them an edge in battle. It is said the current Pyro Archon has a whole squad of Yaoguai soldiers. [indent][b]Beast Transformation[/b] - Undergo a transformation that increases Endurance and Strength by one stage, as well as change’s one’s form into a demonic beast. During this transformation the Yaoguai’s techniques are locked, except for techniques made specifically for this transformation. They still have access to their vision, so elemental techniques can be made too.[/indent] [b]Yokai [/b]- Mystical beings from Yato’s long and storied history, often appearing throughout with their own tales. It is said Yokai walk among the people of Yato, having long learned to be one of them. A Yokai’s strengths and weaknesses depend entirely on what kind of Yokai they are, some are talented at using their elements, and others are storied warriors. [indent][b]Yokai Arts[/b] - As a Yokai, gain access to unique mystical arts. The way these manifest vary from Yokai to Yokai. One thing is certain though, and that is that all Yokai have beast transformations. Some can be quite cute, ferocious, or even just plain strange. This is their true form.[/indent] [b]Cryptid [/b]- In Walton there exists proof of the land’s ancient roots, the roots of the Uvera people. Called divine beasts by the tribes of Uvera, and called cryptids by the people of Walton, they are often strange and unusual creatures. Largely, most of them cannot assume a human form, but among them there are those that are particularly powerful, and are able to do so. Cryptids have a wide variety of possible powers and abilities, but they often correlate to something somewhat alien. [indent][b]The Unknown[/b] - As a Cryptid, gain access to strange abilities depending on what kind of Cryptid they are. Those that are particularly strong can assume a human form as well. Cryptids are also able to hide their form and become functionally invisible.[/indent] [b]Witch [/b]- In the long past of Averton, when man used swords and shields, there existed a people who were incredible wielders of magical arts. Shunned by the people of Averton they went into seclusion. Today, they still hide among the people, stories of their ancestors and their portrayal as evil people who lured the innocent into deals with the devil still haunt them. Whether or not such stories were true, their command over magic is immense. Typically, witches are women, but male witches have been recorded as well. [indent][b]Witch’s Sorcery[/b] - This trait gives the Witch access to sorcery. Though they may be able to brew potions and carry out rituals, the thing most witches are known for is their sorcery. Things like inflicting a curse upon someone, polymorphing them into frogs or other small animals, and even flying on their broom. There’s a lot more, and they have a lot to do with altering reality on a minor scale.[/indent] [b]Noble Beasts[/b] - A class of beasts who possess greater intelligence, they are frequently legends in and around the Averton and Lascuta regions. They are beasts with stories more complex than man hunts beast. Vampires, werewolves, succubi, wraiths, and so on.They have often been compared to yokai, but the difference seems to be the nature of their powers. [indent][b]Nightmare’s Signature[/b] - Gain the use of specialized spiritual arts based on your specific species. The other bonus will depend entirely on race, such as the bloodsucking aspect of vampires, or the werewolf transformation.[/indent] [b]Jotun [/b]- The Jotun are a hardy large race living in the Helgaskr region. Their population is quite small, and they are a peaceful people. An ancient war however has made them forever resentful of the peoples of Helgaskr, though at the time it was called something else. The Jotun possess large bodies, and stone-like skin, and of course, great strength and resilience. [indent][b]Heart of a Giant[/b] - Giants are known for having incredible resilience and strength. Naturally they will have a layer of stony skin that guards them from physical damage, and in exchanges, they will gain one point in strength or endurance. Their bodies can also emit an element if they are a vision wielder, making them dangerous foes, especially if they are a pyro wielder.[/indent] [b]Shaitan [/b]- In Al-Marabar, it is said if a good man were to one day kill another, or to commit a crime seemingly unprovoked, it would be the fault of the Shaitan, evil spirits who incite evil in the hearts of men. Shaitan themselves though… Do possess this ability, able to push suggestion into the hearts of people they speak with, though it is not explicitly for evil purposes. Sometimes it can be for the good of others. Shaitan compared to their other supernatural counterparts seem somewhat unremarkable, often possessing a mostly human appearance, with the particularly powerful ones possessing horns. Overall however, they are resilient and impressively agile fighters, often relying on their mobility and trickery for combat. [indent][b]Sly Devil[/b] - The Shaitan has a permanent improvement to Skill by 1 point when it comes to movement only. Every so often they can also try to sense doubt in people’s thoughts, and can try and take advantage of that using their magical powers of persuasion. The rules are that there needs to be doubt in the target’s head for there to be any chance of success. If this is used in combat, it has a chance of halting an enemy’s action for just a moment.[/indent] [/hider] [center][h3][i]In Regards to Half-Races[/i][/h3] [indent][indent]This is a case-by-case basis, however the ones that are decidedly not possible as a half are Noble Beasts, Cryptids, Beastmen, and Elves. The latter two are already technically partially human, the former two occur in very unnatural ways where they do not breed like regular races. If you have questions, please bring them to me.[/indent][/indent][/center] [center][h3][b]Technology[/b][/h3][/center] [hider] [b]Firearms [/b]- The advancement of firearms have reached the point of bolt action rifles and revolvers. Early forms of automatic weapons do exist, though in prototype forms. With the usage of the elements however, nations have created various types of firearms. [list][*][b]Railgun[/b] - The nation of Averton have recently created railguns, coming in large or small sizes. The smaller ones are in the form of crossbows, sometimes with a repeater mechanic to load the next shot, while the larger ones are used as siege weapons. [*][b]Dragons Breath[/b] - The pyrotechnics of Fuhan have created a kind of explosive blunderbuss. Though the range leaves something to be desired, spread and destructive force more than makes up for it. Also called “bunker busters” due to being able to clear a room in a single blast from a high ordinance model. These weapons come in smaller form as well, able to slung under longer barreled weapons as a secondary fire. [*][b]Geo Generator[/b] - Supplies are a difficult thing to come by in Al-Marabar, being mostly desert really does that, and so the technicians of the region have created geo-based firearms that generate their own bullets. In short, they have unlimited ammunition. The only drawback is that these bullets can’t be customized, they can’t be given unique elements, have armor piercing, or any other imaginable aspect. Just rock bullets. [*][b]Dendro Gunpowder[/b] - A special gunpowder made from grinding up wood from a special tree cultivated by dendro users. Bullets fired with these cause greenery to sprout from whatever it hits, including people. This can be quite effective for capturing people, as a single shot, even if it misses as long as it lands near them, can end up binding them in thick wooden tendrils.[/list] [/hider] [i][color=ed1c24]EDIT: Added nations to this post.[/color][/i] [i][color=ed1c24]EDIT2: Added Character Sheet to this post.[/color][/i]