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Jun 6th, 2020
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  1. Blue Slime
  2. Elemental
  3. Common Enemy
  4.  
  5. Biology
  6.  
  7. Physiology
  8.  
  9. The Blue Slime is the simplest of the various Monsters known as "Slimes," small, embryonic humanoids inside opaque, spherical "cores" that allow them to neurally interface with a sheath of "slime plasma" that is generated by the core's mucus exterior. This plasma takes the form of a a thick, mucus-like material which hosts several minuscule nerve endings throughout it, allowing the Slime to effectively morph and shape this plasma into a humanoid form to interact with the world around it, often appearing as a simplistic and somewhat disturbing feminine entity. Slimes cannot see, but the nerve endings throughout their plasma creates a specialized sense of touch that allows them to "see" in a large 360 radius around their body. As a result, they cannot sense the presence of nonphysical beings or anything currently unconnected to the ground. Slime Plasma is extremely acidic and breaks down organic and inorganic matter alike, for the purpose of harvesting nutrients from prey as well as defending itself from traditional attack. Blue Plasma is extremely flammable and will often burn away in seconds after being lit afire. The core of the Blue Slime is somewhat resistant to piercing force, but can be sliced as well as crushed with relative ease. It relies on the sheath of plasma catching and disintegrating enemy weapons to protect itself from this fate.
  10.  
  11. Intelligence
  12.  
  13. The Blue Slime is rather vacuous when it comes to mental faculties, operating on what seems to be pure instinct rather than an active and focused intellect. They rely on their sense of touch to orient themselves and search for the nearest moving object, and as such many of them can be fooled simply be standing extremely still - though there are Blue Slimes which have recognized the shape of humanoid figures and will attack statues assuming they are hiding humans. Because of their reliance on their sense of touch, they are oblivious to airborne objects and often exceptionally surprised by attacks with thrown rocks, arrows, and similar. They can speak and mimic phrases, but do not appear to have any idea what the words mean. They have little to no survival instinct, and will not flee encounters, even when they stand little chance of success. They do appear to feel pain however, as they will flail and rapidly change shape when lit on fire, screaming.
  14.  
  15. Diet
  16.  
  17. Like most Slimes, the Blue Slime primarily feeds off organic matter from other living creatures, dissolving it in their Plasma rapidly to break it down into pure nutrients which are afterwards absorbed by the Core. This process eliminates nearly all contaminants. Slimes are exceptionally gluttonous and will attack nearby creatures even if they are well fed, allowing additional production of Plasma and often leading to Mitosis if enough has been consumed in recent memory.
  18.  
  19. Habitat
  20.  
  21. Blue Slimes can be found across the majority of the Known World, though they are uncommon in especially dry areas, especially hot ones, due to their flammability and wet nature. Likewise, they are extremely common in humid and wet environments, as it lowers their chance of lighting on fire and provides abundant moisture. Too many unaccounted Blue Slimes in a region can rapidly depopulate local animal life, but due to the fine nature of their digestion they can survive for an amount of time even when starved. However, they will eventually be forced to move.
  22.  
  23. Reproduction
  24.  
  25. Blue Slimes reproduce by Mitosis, when a Slime splits a secondary core from itself after it has absorbed enough nutrients to do so without major risk of starvation. This new slime will often grow into a state of maturity rather quickly, and as a result no family units exist among Slimes.
  26.  
  27. Sociology
  28.  
  29. Community
  30.  
  31. Despite their near-mindless state of mind, Blue Slimes due seem to have a strange sense of community at times, as they will never attack a fellow Slime and often join together into large swarms to easier catch and overwhelm prey. When a Slime is being outcompeted in regards to capturing food in a region, it will leave and seek another hunting ground rather than challenging the other Slime. Due to how mindless they are otherwise, these interactions are curious to scholars like myself, with theories ranging from their near-mindless state allowing them to better interpret Mon's curse, or that they simply have a communal instinct of some form despite their lacking sentience.
  32.  
  33. Technology
  34.  
  35. Slimes completely lack the potential for innovation or technology.
  36.  
  37. Theology
  38.  
  39. Slimes lack the ability for active worship, but have been noted to say "Mon" more often than other words in their mindless rambling.
  40.  
  41. Diplomacy
  42.  
  43. Slimes lack any potential for diplomacy.
  44.  
  45. Hostility
  46.  
  47. Slimes are exceptionally hostile to Humans and even other Monsters, due to their instinctive pursuit of food at all times. As such, they will not hesitate to attack any enemy, regardless of race, age, or alignment. They are often captured by Monster Lords to be used in dungeons and fortresses as simple traps due to their predictability however, often stuffed into rooms to drop helpless humans down or released from cages while storming a castle.
  48.  
  49. Hunting
  50.  
  51. Range
  52.  
  53. Slimes are so ubiquitous within the Known World that offering a range for them is near-pointless, especially due to their nomadic tendencies. To judge whether they are likely to be a problem in your region, refer to the Habitat section.
  54.  
  55. Magic
  56.  
  57. Being wholly biological and near-mindless entities, Slimes are completely lacking for magic.
  58.  
  59. Combat
  60.  
  61. When faced with a battle scenario, Slimes will move forward and attempt to dissolve any enemies, showing little to no alternative tactics or ideas. As such, they are extremely predictable to face and most often are only a concern in large swarms.
  62.  
  63. Strengths
  64.  
  65. An acid-laced plasmic body prevents most weapons from damage to them, and allows them to quickly kill even seasoned Monster Hunters if they're allowed a chance to get close. In large swarms, they can overwhelm even experienced teams.
  66.  
  67. Weaknesses
  68.  
  69. A severe weakness to flame combined with a void of intelligent thought makes them predictable and easy for even a peasant to kill given they have enough time to set a twig on fire.
  70.  
  71. Final Summary
  72.  
  73. Always focus on avoiding close-range combat with a Slime, and when hunting Slimes make sure to bring strong ranged weapons, torches, pitch arrows, and firebombs if able. When faced with a large swarm of Slimes and you lack the necessary tools to set them all ablaze, retreat is wholly encouraged.
  74.  
  75. ----
  76.  
  77. Kappa
  78. Youkai
  79. River Bandits
  80.  
  81. Biology
  82.  
  83. Physiology
  84.  
  85. Kappa appear as short humanoid women with pale, sickly green skin, extremely thin bodies, and prominent dark green scales here and there. They have a prominent, somewhat spiked shell like that of a turtle's on their back, conveying considerable natural protection. Their eyes are a yellow color and have slit pupils, while their hair is ragged, moist, and a very dark green shade in coloration. Their fingers and toes are webbed and end in long pointy black nails, while in place of a set of teeth they have a strange sort of interior beak that takes the place of teeth - what seems to be top and bottom rows of teeth are actually a sharp beak. Their tongues are bright yellow and rather long. Their arms are extremely long relative to the res of their body, allowing them to reach up from deeper layers of water for the purpose of catching humans. Kappa are amphibious and can breathe in water and on land, but they rapidly dry out when outside moist environments, leading to death. This trait combined with their culture's traditional style of hat lead to a myth that they hide a dish full of water underneath their hat, and if it runs out of water they will die. This is ultimately untrue, so one shouldn't focus one's efforts on removing their hat. Because they are Youkai, they are intensely vulnerable to large quantities of salt, and as such will die if they swim in salt water for too long, making it so that they are mostly limited to inhabiting fresh water. Despite their squat and gaunt appearance, they are dangerously fit and can overpower an unprepared human physically.
  86.  
  87. Intelligence
  88.  
  89. Kappa, while not exactly intelligent, are civilized, and are rather crafty as well. They lack the ability to truly innovate and obtained most of their knowledge by stealing from others or being given knowledge by other Monsters. Despite this, they are extremely skilled in affairs of deceit and trickery, and have earned a fearsome reputation as tricksters, thieves, and bandits who use their wits to ambush unlucky victims and steal from under the noses of human villages. They are rather cowardly however, and generally when independent will only resort to trickery and underhanded tactics, fleeing in the face of genuine resistance by humans.
  90.  
  91. Diet
  92.  
  93. Kappa are omnivorous and can eat most of the same things humans can eat, though they dislike eating cooked food. While they primarily feed on fish and underwater plants, they also love to capture and eat the flesh of land animals - particularly humans - and have a special fondness for cucumbers, often stealing cucumbers from human villages under cover of night.
  94.  
  95. Habitat
  96.  
  97. Kappa need to regularly stay moisturized, and as such almost exclusively live in bodies of fresh water, most prominently rivers due to the rushing water making it even more difficult for humans to strike back at their attacks, as well as often leading them to have a chance to catch people attempting to cross said river. Despite their, their highest populations are usually found in marshlands or at the bottom of lakes. The fact they can breathe underwater makes it quite difficult for humans to retaliate against societies of Kappa, allowing them to have a strong presence in almost every major body of freshwater in Yantaro despite their craven and hated nature.
  98.  
  99. Reproduction
  100.  
  101. Kappa reproduce by mating with other Kappa, leading to clutches of eggs similar to those of frogs which are usually safely stored underwater and away from the hands of humans. When they hatch, the young Kappa are semi-translucent and lack a shell, but as they grow they become thicker and stronger, eventually developing a shell. Kappa families are often extremely large, as several eggs can be found in every clutch - though it is unlikely every single egg will hatch.
  102.  
  103. Sociology
  104.  
  105. Community
  106.  
  107. Kappa communities are mostly made up of several family units gathered together with a hierarchy based off lineage, with the oldest being the highest ranking and the youngest being the lowest ranking. As craven creatures, there is often plenty infighting and trickery, and it's seen as normal for Kappa to even regularly attempt to kill each other, though the more "official" method of handling such affairs is through wrestling, which Kappa are enthusiastic towards and often makes shows out of. While the eldest family members have the highest respect, the actual effective leaders are Kappa sages and sorcerers, who often guide their direct plans and exploits. Kappa are very easily integrated into the forces of Monster Lords in Yantaro, especially Oni ones, due to their tendency to both fear and respect the strong. As such, they fill a role similar to the otherwise-absent Goblins when inside Yantaro.
  108.  
  109. Technology
  110.  
  111. Kappa lack the ability to truly innovate, and have advanced mostly by stealing knowledge over time, evolving in many ways alongside the actual population of Yantaro itself. While they have learned over time how to make their own sake and craft buildings and clothing (usually from underwater plants and driftwood), they lack the ability to forge items due to their underwater abodes, and instead get by via stealing weapons from others, usually unlucky victims, though they can at least sharpen spears from twigs and use rocks as bashing weapons. They also have little to no interest in stealing armor, as their shells both provide ample protection and make wearing additional armor rather difficult, not to mention the difficulty of swimming in heavy armor. They have always sought knowledge how to farm cucumbers for themselves, but it continues to elude them. In the service of an intelligent Monster Lord, they may come to use technologies uncommon among other Kappa societies.
  112.  
  113. Theology
  114.  
  115. Kappa religion is mostly based around ancestor worship as well as veneration of especially powerful or important Monster Lords past and present. They have little knowledge of the existence of Mon and instead direct their ceremonies towards their ancestors and strong beings worthy of worship. The role of priest is handled by Kappa sorcerers who are the only Kappa allowed to use magic. They will often come to worship Monster Lords in a region, adding to how easy they are to add to the forces of said Monster Lords. Their ceremonies often consist of human sacrifice as well as offerings of food and weapons, especially towards living Monster Lords.
  116.  
  117. Diplomacy
  118.  
  119. Kappa despite, or perhaps because, of their craven attitudes are able to be reasoned with, and can be convinced not to attack in return for trade of weapons, resources, and especially cucumbers. Despite this, they are duplicitous and will likely go back on a deal when it suits them. They can be cowed by shows of power from other monsters, but not by humans, and when afraid of humans they're more likely to flee to other regions than cooperate. They are generally on good terms with other societies of Yantaronese monsters, especially fellow Kappa, and as stated previously are easy to add to the forces of Monster Lords.
  120.  
  121. Hostility
  122.  
  123. Kappa are cowardly beings which will flee if they believe they cannot win a given encounter, but they are also crafty and deceitful, and attempt to use their wits and unique environment to ensure they are always operating from a position of strength. As such, they will attack those they believe they can hurt, usually humans, but also sometimes other monsters too. They will flee if you begin to overwhelm them however, and can be convinced to leave peacefully in return for items such as weapons or cucumbers. In packs however, they are more likely to attack you and take it themselves, as they often believe they cannot be beaten in teams.
  124.  
  125. Hunting
  126.  
  127. Range
  128.  
  129. Kappa are almost exclusively native to Yantaro, though small pockets in neighboring regions also exist, diaspora resulting from failed campaigns of past Monster Lords. Likewise, they can even be found halfway across the globe if a Yantaronese Monster Lord is currently there, as they are invaluable servants. They are mostly concentrated to inland rivers, lakes, and marshes in Yantaro and are less common the closer to the coast you are, and are often completely absent from regions surrounding especially populated cities, due to their craven nature.
  130.  
  131. Magic
  132.  
  133. Magic in Kappa societies is limited to Kappa sorcerers, who also serve as the shrine priests of Kappa religion. They are usually extremely old and wise, due to how unlikely they are to enter a fight themselves. These priests, befitting a cowardly and cunning race, are often regularly scheming to increase their own power in various ways, and as such follow the paths of necromancy to bind Spirit and Revenant monsters to their will, binding sorcery to gain servants in the form of more "wild" Youkai monsters, artifice to create Shikigami to serve them - usually crafted from leaves rather than paper for obvious reasons. When forced into battle, they rely on water and illusion magic, as they are less likely to waste time on more effective forms of battle magic when, being sorcerers, they prefer to work their black arts from home. They have the unique ability to turn captive children and infants into new Kappa using water magic. Certain unsavory legends are spread regarding a tendency to harvest souls, but I have found little to no evidence of veracity to these claims in my visits to Yantaro.
  134.  
  135. Combat
  136.  
  137. In battle a Kappa is all too aware of her own vulnerability, and as such will often squat close to the ground, making it easier for attacks to hit her shell instead of more vital bits. Because of her long arms, she can fight rather evenly with enemies even while lowered to the ground, and will often try and attack the feet and legs of her enemy to weaken their movement, making the battle easier for her. She is unlikely to be alone in a given encounter, as Kappa prefer to gather in teams to ensure a higher likelihood of success, with solo Kappa preferring to mug helpless civilians rather than fight Monster Hunters. She will often throw rocks or spears in addition to wielding her weapon, allowing her to take initiative even when her enemy is not coming for her.
  138.  
  139. Strengths
  140.  
  141. A strong shell protect a Kappa's body and her long arms ensure a combination of reach and strength when in combat, while their cunning and trickery makes them unpredictable enemies who will often have tricks up their sleeve. As well, their choice of abode makes it easy for them to escape a combat once it turns south.
  142.  
  143. Weaknesses
  144.  
  145. In addition to the ubiquitous vulnerability towards salt, a Kappa also has to worry about becoming dehydrated, and as such she may fatigue quickly in combat. Likewise, while her shell offers her protection the need to swim through water means the rest of her body will usually be quite unprotected. Her cowardly nature makes it likely she will flee if intimidated or routed.
  146.  
  147. Final Summary
  148.  
  149. When facing a group of Kappa, make sure to bring allies. Even if you are skilled, a battle with multiple Kappa at once will be rough and relentless. If possible, bring purified salt with you to take care of at least a few of them. While it can be fatal in other circumstances, actually trying to intimidate a Kappa is quite useful, and may lead some of them to flee early. Protect your vitals and make sure you don't end up surrounded. When facing a Kappa sorcerer without any summoned allies, focus on senses other than sight and hearing to keep touch with reality and hold your breath to avoid common water attacks.
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