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  1. When I refer to the Alkirshans, I refer to two groups, the first are the various monstrosities created by El-Kirsha and her pantheon. One is the Skarkhan **name subject to change**, brutal and vicious 8 foot long arachnids that I can best describe as having the legs and head of a camel spider, the tail of a scorpion, and the body segments of a centipede (the latter allowing the front third or so of their body to stand erect, like a centaur but instead of human it's a faceful of centipede-scorpion-spider. The Skarkhan and other monstrous species are intelligent enough to acknowledge the existence of the Alkirshan pantheon, do their bidding, and even recognize them as godlike entities, but most don't have much in the way of organized religion.
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  3. The other includes groups of "humans" who worship El-Kirsha and her pantheon, they're the now mutated (hence the quotation marks around human) descendants of the original human traitors. Me not mentioning them in the pastebin was an oversight, my bad. Anyhow, they a bunch of humans who turned to worshiping El-Kirsha while she initially invaded, typically comprised of the kind of people to join an irl cult or simply willing to submit to a higher power regardless of morality in order to save their own skin or revel in that being's power. For giving themselves to her they were given their ability to reproduce back as well as numerous "gifts" which has mutated them overtime into beings whose only anthropomorphic traits at this point are standing upright and dexterous hands to make tools. I haven't actually made and developed these groups yet, but the general idea is that they have some semblance of human society and social order but fitting their origins they hold natural urges and what I like to call "goal-oriented morality" over higher thought. This goes as far as some of them seeing infanticide of deformed babies or even just runts as the right thing to do, as not doing so means you must spend precious time and resources on a person who'll grow up to be a mediocre specimen and you'll put that same person through the pain of being inferior all their life.
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  5. Both of the Alkirshans are not truly apocalyptic in that destruction's not all they have on their mind. They too want to keep thriving, and if it means receding back to their lands to recover while keeping the offense to guerilla warfare and attacking travelers, so be it. Home field advantage is also a thing to keep in mind here. The Alkirshans can fend off an attack and drive humans back, but good luck trying to take on a walled and highly manned city. Likewise, humans can drive off an attack from the Alkirshans, but invading them involves navigating their lands which are often alien and densely covered in potentially hostile wildlife impractical for full-on invasion scenarios. Waging full-on war all the time is simply impractical due to the resources it takes, the destruction that ensues, and just how small the chances are of actual gain. The game is largely to build up power, send small parties of scouts/adventurers to explore land that may let them build more power, and only lead full-on attacks when the other party shows significant weakness (i.e. Tornado just plowed through an Augustinian city? Perfect time to strike and take advantage of their disorientation and weakened state as to cull as much of their population as possible).
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  7. And both monstergirls and female Alkirshans can bear male children (human in the monsterwomen's case and the species of the particular Alkirshan in the Alkirshan's case). So I'm not sure what you mean when you ask "They have tried several times to eradicate the only race capable of bearing male children".
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