Re: Level 100 Farmer

Chapter -4 - Bestiary

Monsters of the West

[[Furnacelands]]

The furnacelands are at the western edge of the world, attached to the main continent of Eldenia but separated by the mire bogs. It is a cataclysmic land of molten earth, erupting volcanoes, and rains of fire. Some areas of it are intensely freezing wastelands of ice storms, others whirlpools of raging waters easily capable of ripping humans apart. Here, demons reside, constantly fighting each other in this savage wasteland for supremacy.

This is the most dangerous area in the world, and there has been no mortal that has ever managed to make an expedition here and return alive.

Monsters in the Furnacelands

*Demons

Creatures born from chaos, a shadowy matter that exists under the surface of the furnacelands. They are manifestations of negative emotions, and though they are organic beings and can subsist off of consuming flesh, they are most nourished when feeding off the negative emotions of mortals. Generally speaking, demons are extremely powerful with many variants with their own special abilities and traits.

They are a long lived species, being technically immortal, but extremely few manage to survive over the age of 500. This is because demons operate a might makes right society of savage fighting where they constantly seek out the strongest among them to destroy and consume.

Every so often, there will be a particularly strong demon that comes out ahead of all others, and this one may gain the privileged title of "Burning One", which temporarily gives them the allegiance of all demons in order to lead a conquest against the rest of the world.

[[Mire Bogs]]

The mire bogs are a series of mutated forests and swamps filled with toxic creatures, giant insects, and ghosts. It is, aside from the furnacelands, potentially the second most dangerous area in the world. There are also rumblings of an ancient deity sleeping deep within the biggest swamps, an old, dreaming god who has never been seen.

Monsters in the Mire Bogs

*Venom Wyrm

Venom Wyrms are, like most wyrms, distant cousins from drakes and dragons, which are considered more intelligent and evolved. Venom Wyrms possess generally range from levels 40-50 as a.d.u.l.ts. They possess tough scales, powerful resistance to toxins, and the ability to spew out noxious green breath that can damage both equipment and flesh.

However, some Venom Wyrms are far more developed than others, possessing the ability to think and rationalize. These Wyrms are usually leaders among their kin, but are secondary and act as counsel to a Lerneas that functions as the queen of the wyrms.  

*Lerneas

Venom Wyrms form a matriarchal society with a Lerneas at their head.

A Lerneas is extremely intelligent, easily thinking at the level of a human, and immensely powerful. Their levels range from 60-80, and they are specialized in destroying vast swathes of armies. Their signature abilities are their venom and regeneration. Every single part of them, their breath, blood, and scales, are toxic. They possess nine heads, and so long as one of them remains, they can almost endlessly regenerate damage to their bodies.

When the Lerneas that functions as the venom wyrms' matriarch passes, the tribal wyrm leaders, those capable of the sharpest thought and possessing the highest strength, will gather together in a breeding ritual, among which a single egg will usually have the capacity to fully evolve into another Lerneas to lead them again. 

[Hinterlands]

The Hinterlands are wide, rolling steppe fields. The weather here is arid and farming is extremely difficult, making the inhabiting humans proficient as horseback tribesmen. The creatures here are exotic and dangerous, adapted to surviving in dry and tough conditions.

Monsters in the Hinterlands:

[Riviera]

Riviera and its surrounding forests are a land of plenty. The weather is usually stable with long summers and short winters. Creatures here are usually of the ordinary sort, though the farther west one goes from Riviera, the more dangerous it becomes.

Monsters in Riviera 

*Dire Wolf

Wolves afflicted with a dire curse. The dire curse seems to arise in forests that no longer hold guardians or regulatory forces, causing mutations to acc.u.mulate rapidly and increasing the natural occurence of stronger monsters. Wolves afflicted with the dire curse grow quickly, acc.u.mulating much more muscle mass than the average wolf. They are also far more savage, possess sharper teeth, have stronger senses, and bristly fur capable of chipping away at metal.

However, the dire curse seems to reduce social and cognitive functions, causing dire wolf packs to be smaller and less coordinated than those of regular wolves. 

*Giant Spider

Giant spiders lurk deep in the Winterwoods where the trees grow taller and thicker. They hide in cold, leafy canopies, and though some variants do utilize webs to trap prey, they are mostly active hunters, abusing their size to lasso helpless prey on the forest floor with webbing and haul them up. Giant spiders have a variety of sizes ranging from the size of a large dog to as big as a tree. The larger the spider is, the older and higher level it is.

Giant spiders are fairly common and are not exclusive to Riviera. They become much more dangerous with several more adaptive mutations in other areas more magic-dense areas such as Duvin. They are also usually solitary creatures, but can sometimes form small hiveminds centering around a matriarch. 

*Frost Spider

Giant spiders that have mutated under the chilling conditions of the deep Winterwoods. They are generally at the size of a man, perhaps larger, and are extremely agile. Their bodies are covered in fur that is white like snow and sharp like blades. They are far more aggressive than the regular giant spider that hunts only for sustenance, often killing for sport, perhaps indicating some degree of higher thinking as well. 

*Morrigan

The forest guardian of the Winterwoods. She was sealed away or killed by demons during their invasion of 1000, and since then, she has never been sighted in the woods. Records indicate she was a cold but fair guardian, offering protection and guidance to humans when tribute was brought to her and withdrawing any aid when she did not receive any. 

Humans of Riviera and settlements surrounding the vast Winterwoods worshipped Morrigan, offering a portion of their harvests to the guardian for her blessing, but the worship no longer occurs now that the guardian is dead and that the Temple of Light has outlawed all other beliefs. 

Monsters of the North

The Northwastes are one of the most unforgiving lands of the world. It lies in the edge of the world, upon a land of tundra and snow. Here, remote tribes of men and beastmen lived, though by now, the humans have long since migrated to the south. There is no opportunity to farm here, and as a result, hunting and trading is the only way to survive.

The monsters here are extremely dangerous, usually becoming gigantic and monstrously powerful. The likes of ice giants, mammoths, golems, ice drakes, and frost trolls are common here.

[[Torr Valeris]]

A series of mountains circling around one colossal super-mountain that is so tall it reaches above the clouds. It is here that drakes and dragons live under the rule of a select few elder dragons. Of course, Torr Valeries is extremely dangerous, being completely filled with the might of dragons which are already mythical creatures that require the strongest of humans to defeat.

Dragons are a race built upon rapid evolution, and the higher the stage of evolution, the stronger and more respected a dragon is among their peers. As dragon wings grow larger and more majestic with higher stages of evolution, they are generally seen as symbols of power and are well-cared for and shown off.

Generally, this is how dragon hierarchies are structured:

Wyrm/Wyvern<Drake<Dragon<Elder Dragon

The wyrms and wyverns are those either incapable of flight or heavily limited in it, possessing either very small or no wings at all. Dragons do not even consider these creatures to be relatives, treating them like normal beasts even though they can still understand each other.

From drakes onwards, dragons are able to muster some level of respect among each other, though drakes are considered second-class citizens, their opinions worth nothing among the upper echelons of draconic society. Normal dragons can be considered the equivalent of nobles to humans while Elder dragons are essentially monarchs, possessing massive amounts of power and authority among their lesser kind.

Much of the monsters in the Republic have been hunted to extinction by Elvish machinery. The area the Republic spans is vast, including many biomes and territories, but generally, there are few monstrous threats remaining. An exception to this are the drakes, dragons, and elder dragons whom have formed their own community atop a great mountain.

Monsters of the East

[[Empire of Xia]]

The empire of Xia lies in its own continent, separated by the Whirling Sea from the continent of Eldenia. There has been no contact with Xia in nearly a century, and so the creatures recorded in the land are now merely fables and myths. However, what few tales are recorded describe creatures of fantastical proportions. They speak of golden dragons long like serpents that soar through the skies and shake mountains with their breath. Of phoenixes whose wings burned brighter than the sun. Of strange, deer-like creatures who could raise entire forests with their gallop. 

Monsters of the South

[[Duvin]]

Duvin is a land of plenty and magic. Magic runs through the earth and nourishes the soil. Magic enriches the very air, making it seem permanently heavy, as if always humid. The weather is capricious, sometimes scorching hot, other times chillingly cold.

Due to the extreme concentration of magical energy in the area, monsters of Duvin are extremely fantastical and mystical in nature, rapidly undergoing mutations to be strong and varied. There are also strong concentrations of ghosts in the land, perhaps due to the strong levels of magic inherent in the area.

Duvin, despite its famous wines and celebratory people, is the most dangerous area of Soleil, home to powerful magical beasts. Many high-ranked adventurers will have summer homes in Duvin where they can enjoy its wines and music while earning a lavish sum protecting its precious crop.

South even of Duvin, the Wondergrowth is a giant jungle where magic seems to concentrate the most. Here, there are strange creatures that seem to break the laws of magic. Even adventurers do not come all the way down here, for the threats here are extremely varied and unpredictable. 

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like