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- Humans: The race that was previously dominating every territory until the return of the monsters, something that took a lot of people off-guard, those who were very aware of what happened in the past and the large population just in fear at sight of creatures never seen before. Before the first interaction with monsters, the five Crests were going in a quick pace to expand their territory, a "race" between each powerful Crest in hopes of taking as many lands as possible before truly worrying about making them presentable and comfortable for the workers following the troops. As war was something they were trying to avoid during the expansion, they were free to take the larger lands without fear of objection, as long as they laid their flag there first. The quick expansion brought them to very different lands, and that was when each Crest had their first interaction with monsters; ambushed by massive spiders, attacked from above by gargoyles, massive skeletal creatures taking down their cavalry in a single swing! They weren't alone in the world, and now there was fear filling their minds about just how many creatures were residing in those distant lands. Instead of moving away from the territory full of mysterious creatures, they simply pushed forward with more soldiers, and slowly each side encountered more different creatures. Some of them proved to be a lot less hostile than others, soon forming trading routes at least with the sentient races who were willing to keep in touch with humans. Dullahans and Crystaloids in specific seemed to be willing to negotiate with humans as long as they didn't disrespect their own cultures or tried to invade their territories. Eventually those agreements settled on were broken, and the complete invasion of the territory inhabited by monsters began, with a war raging until the discovery of a way to get rid of them was reached. From there, it didn't matter anymore if the humans were at disadvantage, for they were able to seal all those monsters in the Oblivion dimension.
- Needless to say, things changed haven't changed too much since those times, with the seal imprisoning those monsters in the Oblivion dimension for generations breaking and their eventual return resulting in a war instead of a warm welcome. While things eventually grew more stable between monsters and humans again, this balance is yet being disturbed by concerning reports. For the most part, lower and medium class humans, merchants and students do enjoy interacting with other monsters and hold nothing against them-However, nobles and important figures including the Crest Leaders still dislike their presence.
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- Dullahans: The first "monsters" spotted by humans after magic began to properly flow through the territories again, mostly due to the fact a lot of them weren't banished to another dimension, instead they simply "powered down" when the magic flowing through the lands began to weaken, leaving their armored bodies exposed to the nature's forces until one of the seals was broken. Differently of what is told by common folk, not all Dullahans are "cursed souls attached to armored bodies", those don't even classify as Dullahan by their standard.
- These creatures are mostly composed of elemental energy, an unstable entity without a proper body, so what used to be a need to gain protection and a proper form turned into a culture for them after the first few Dullahans learned how to build their own armor, not only to keep themselves safe, but also to gain an identity. Consequently it was only a matter of time for them to become better than humans at blacksmithing simply by gaining the knowledge they received from some of them here and there and adapting it to their own ways of creating weapons and armors-After all, they were the fire, the hammer and the water all at the same time, only needing to gather the resources for them to craft what they needed. But such process was still tiresome and could easily drain their energy, and that's when the interaction with humans began to grow, as Dullahans have little interest in gold, their trading coin are ores, minerals and gemstones-Anything that can improve both the appearance of their armors and enhance it, consequently all the gold they gathered they used to trade for armors. With a "base" for them to sculpt, it was a lot less time consuming for them, and they still had the chance to customize them to their liking without tiring them as much. But people still despised their presence, and stories about them stealing souls, or being cursed beings that carried bad luck to the towns began to spread to the point they were cast aside, which made some blindly roam through forests and roads in hopes of both finding others of their kind or a more welcoming place. Some of them were caught in ambushes and sent to the portal being used to banish other monsters, and the ones who weren't caught simply fell into deep slumber with the seal being formed.
- Unfortunately their return wasn't very welcoming, and with many of them simply "waking up" after a long slumber, they weren't sure how to handle all the changes, which forced them to retreat and stay away from civilization for a while, at least until those who were still awake but previously banished could reunite with them to properly explain what happened. From there, they united with the other monsters to join in the war.
- After the war, the situation calmed down, slowly the interaction between Dullahans and humans began to bloom again. Along with their connection with Weavers, providing them with weapons in exchange of more ores for them to work with. While most of them reside in mountainous areas and even created cities inside them, it isn't unusual to see these armored creatures also residing in both human or weaver territory.
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- Crystaloids: Magic creatures that had nearly no contact with humans, preferring to keep a small and isolated territory for themselves to avoid conflict. These beings carry a large amount of wisdom and magic, but are very fragile as their bodies are composed of gems and crystals, making them very cautious whenever interacting with other creatures, preferring to keep their distance exactly to have the upper hand in case combat truly turns into a necessity. Unfortunately for them, with the human empire spreading through the lands it was only a matter of time until they were located-And while at first they didn't worry too much about the existence of Crystaloids, the moment one of them was encountered shattered there was a change of plans. Even while shattered, their corpses are still capable of emitting energy, magic-An opportunity for mercenaries and sorcerers to create powerful amulets and enchanted weapons, and soon the little territory they had was invaded in a quicker pace, forcing them to fight back.
- Considering there was little knowledge related to them, their retaliation was effective, but after their potential was revealed it only gave them yet another reason to point them as a threat, monsters that should be eliminated for the safety of their lands. So avoiding fighting for territory wasn't an option anymore, which costed both sides a lot-Until they simply chose to accept being banished into whatever other realm they were sending the monsters, as they were growing concerned of their numbers getting too thin, so sooner or later they would be gone for good.
- During their return, Crystaloids were showing a much less friendly and calm behavior, due to their previous experiences with humans, consequently after they claimed a territory for themselves and turned into a massive crystal fortress and prepared for another strike. This time they were prepared for the fight, not only their numbers had expanded during the time they were sealed, but they also adapted. The first line of fighters sent to face them had tasted on first hand what it felt like to be taken down by massive crystal creatures, as now these creatures had more resilient soldiers themselves to keep the frail but powerful ones safe behind them. Consequently after a few skirmishes the humans chose to move away from that area, leaving them in peace. Even after the war reached its end, they still prefer to keep distance from humans, with only a few of them daring to move away from the fortress.
- An ability that used to be common between Crystaloids is now almost lost; the power to shapeshift to make them look like other creatures; specifically humans as a way to disguise themselves. As times changed, not this ability is not seen as necessary and pointless, so now the few who are still somewhat capable of doing so cannot create perfect forms. Not only the eye and hair colors are the same of the 'core' crystal of the Crystaloid, but crystals also can be seen sticking out of the human body, consequently it serves no purpose as a disguise. At most, they might use it to make humans less uncomfortable under their presence. Even then, this ability is frowned upon by other Crystaloids, especially if someone chooses to use it under their territory.
- Needless to say, they don't communicate much with the other races very often, especially Weavers due to their conflict of interests and culture, seeing them as savages. Spotting Crystaloids outside their territory is rare, but very possible, with most of them simply wandering in hopes of finding knowledge in the library of other empires.
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- Undead: Skeletons aren't new to the eyes of humans, being one of the first monsters encountered during their expansion, and while most of the undead encountered were completely aggressive that isn't always the case, some present themselves with a very friendly and good-willed behavior. There are two type of undead, those who were always this way, and the ones who were brought back to life; the natural skeletons carry their own specific characteristics like horns, sharper teeth or even spikes. The other type of skeleton is the consequence of a powerful flow of magic bringing some people back from their grave based on their perseverance or need to finish a pending task, revenge included. Some do strike a deal with the god of Death itself, to return to this word to do what they couldn't finish in exchange of doing something in the world of the living for them; whether it is to end the life of someone who had been cheating on life or some other work Death itself cannot do without directly interrupting the flow of things. These skeletons still carry the same skeletal structure based on their race before they died, making it easy to distinguish them from the 'normal' undead.
- Along with Weavers, they became the frontline during the second war, not only due to them being extremely resilient, but also their capacity of going back onto their feet even after taking down a harsh blow. After the deal was struck and the tension between the races decreased, those who were brought back to life with a certain purpose returned to their objectives without caring much about the situation between humans and monsters, as for the other undead, they began to reside on the less hospitable areas and build their own towns. While few were those who dared to traverse into their territory, they are received with a very odd and warm welcome from these cheery skeletal figures. As peculiar as it is, they don't hold many grudges compared to the other races, and are fine chatting with others-Unfortunately for them, the feeling more often than not isn't mutual as talking to skeletons is still something that bothers the minds of many.
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- Weavers: By far the most aggressive race between them all, and was beyond any levels one could measure as soon as they arrived with a hunger for vengeance. A race with large numbers and with murderous intent is no joke, and their ambushes only pressured the five Crests all the more to reach this truce before these creatures could corner them along with the strategic guidance of the races with more strategic knowledge guiding them during the war. Even with the war ending, just like Crystaloids, Weavers prefer to stick to their territory at most, or only wandering far seeking new hunting grounds, but for the most part they aren't very interested on dealing with humans and sees their soft skin as a sign of weakness compared to their carapace.
- Weavers are bug-like creatures with different subcategories among them, with each having a specific function in their tribe, town or castle. The larger and well-armored weavers are the frontliners for combat or do the heavy lifting around town, the taller and slender ones are the hunters, often armed with bows and spears, using their speed to their advantage. Both of those still carry a well-protected body with carapace, however the third is what makes other races so puzzled about them; Weavers of short stature, with fur covering their body instead of the usual carapace and a moth-like look. These while not particularly threatening in matters of appearance, are more often than not the spell slingers and researchers. While it is possible to see a moth-like Weaver wielding a blade, or a large armored Weaver using magic, those are practices frowned upon by a lot of tribes, as it breaks their caste system where every one should have their own function based on what they look. However, some of the newer Warchiefs had been looking to break these old ideas, much to the annoyance of the older ones who believe in following the roots of their culture no matter what.
- Weavers don't get along with Crystaloids, considering them arrogant beings with superior complex, and of all races, they get along the most with Dullahans, both due to their win-win trade situation between ores and weapons and because of their friendly attitude. Undeads are also respected by Weavers and welcome in their territory. Oddly enough, a completely different type of Weaver had been reported recently; all of them sharing the same traits; a mix of moth and sea-slug like appearance, making it all too clear they are adapted for hunting in the water instead of forest. It is unclear if they do interact with the other Weaver tribes or if they choose to avoid contacting them.
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- Harvesters/Apocrehans: Creatures that only appeared after the second war, consequently they aren't completely aware of what happened in the continent, instead just relying on the little information they managed to receive from a few strangers. These creatures by far are the most avoided and despised by both humans and monsters alike due to their worrisome behavior and attitude. Their sudden arrival along with the quick construction of a pyramid-like temple surrounded by monoliths already made them extremely ominous, but that along with their intimidating height, sharp mandibles under their hooded face, multiple glowing eyes and tendrils constantly sticking out of their chest made them look like creatures who were only there to cause destruction. They only made themselves look all the more disturbing once researchers found out these creatures fed on any sort of life essence, whether it was from plants, animals or larger creatures like humans and other monsters; and that's how they began to be referred as 'Harvesters', as they are seen as abominations sent to this world just to harvest the essence of others.
- While there aren't many reports of Apocrehans attacks, the few attacks that occurred were more than enough to give them this image of terrifying creatures up to no good. It really doesn't help that they talk in a way as if they are merely 'studying' this world through the most questionable ways, or talking in such an alien way that one would think they truly are beings from a different dimension with some unclear task in this continent. Needless to say, they aren't very welcome in most of cities, and even the few that do let them in, still send guards to keep following these tall hooded creatures to make sure they won't drain someone's essence out of nowhere.
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- Clockworks: The reason the Clockwork technology came out of the shadows, and with a cult even being formed behind this technology at this point, with both humans and Dullahans especially following such cult, believing that the Clockwork technology was the future, the way to progress and improve themselves. And the machines they created carried an essence of their own-claiming they were alive as well for using parts of the titanic Clockworks of the past. The first reports of these much smaller and less intimidating versions of the mechanical beasts encountered long ago happened near the Clockwork Graveyard, which makes both humans and monsters assume these are perhaps the 'second body' of these defeated titans, or perhaps a new generation that was being built in this isolated territory. While there are many concerns about that they are, where they came from or what they intend to do, at least for now they didn't show any signs of pointless aggressive or destructive behavior; as a matter of fact, they seem to be oblivious of the situation of the continent. And for those who were able to learn more about them, it seems most are still working with damaged or rusty pieces, making them not as threatening as they should be.
- The only disturbing part so far is their vast knowledge related to the continent's geography, often describing some places as 'ideal for progress', without explaining things any further after explaining the composition of the terrain and its surroundings with overwhelming accuracy. For now most had wandering around looking for ways to fix their 'core'. This led to the Clockwork tinkerers become a lot more active; both in hopes of assisting them to reach their objective and to yet again show the world what Clockwork technology can do. While that type of technology is still banned in many territories, it isn't as intense as before, with now some smaller towns not only accepting but welcoming those who work with Clockwork technology. The fruits of those studies became noticeable even on the larger cities, with reports of 'turrets' and 'tanks' being seen in humble towns-It was all too obvious that this new technology growing beyond the expectations and the reach of the five Crests, much to their concern.
- Ironically the Clockworks themselves aren't particularly interested on those creations, instead just visiting these places in hopes of finding parts that may assist them in their quest of fixing their cores. While for now they don't look very threatening, there are many concerns or questioning raising about them yet-Especially after sightings of a Clockwork using an elemental essence attack to break through a blockade. Does it mean the Clockwork Cult is correct about these creatures being truly alive? And the most concerning matter; what will happen to them once they repair their core? Will these mechanical creatures eventually become as massive as the titans from the past? Due to these many concerns behind their existence, Clockworks aren't very welcome in the territory dominated by the five Crests, with the exception of these smaller towns. Dullahans also welcome them, as long as they are being escorted by someone for the sake of safety, as while they are interested on their kind, they don't feel comfortable leaving Clockworks roaming alone-Especially after hearing one of them giving a vast description of their mountainous territory and refer to their home as 'ideal for progress'.
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