Part of the fun of designing the Callers world was trying to find ways to fit seemingly unmatched archetypes into a cohesive and believable narrative. We already had teleporting monks, fighters who summon animals, and a super ninja. So, why not cyborgs? Enter: Augments.
So, Sapiens are what we call people without powers on Eodiena. Just one way we distinguished our planet from Earth. Another is Biochromium, a metallic organism that grows deep within the planet's crust. With the geology and physics of Eodiena being so fundamentally different than Earth’s, we thought it made sense that there would be unique species. It also made sense that technology would have to adapt what nature did not. So we had people learn how to harness biochromium and convert it into prosthetics.
Biochromium prosthetics come in three categories: injury, work, and combat, with the overwhelming majority of Auggies being amputees, despite category. Auggies may not obtain their abilities naturally, but they are an integral component of our magic system. Their augmentations are in fact powered by Essence, albeit with a fair bit of synthetic manipulation.
The incredible strength, versatility, durability, and efficiency we could work into their design made them a powerful way to temper our more destructive Caller characters, without disrupting the overall feel of the story. Simply put:
“Combat Augments are custom built to counter Callers.”
Manna Ken and her kind really link the sci-fi and fantasy facets of Eodiena. Augments represent a seamless combination of function and form, and serve as an example of how, even in a world full of empowered warriors, one cannot deny how powerful – and how terrifying – machines can be.
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