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[Project Asna] Silver Bound

Chapter Text

A Journey Begins

 

Asna, a world divided of two races: beast and human. After many centuries of getting to know each other, the two coexisted peacefully, helping out the other if needed. A beast’s greatest strength is communication with nature; they are directly born from the earth, after all. Before their peace, the only ones who know how to utilize magics and enchantments were the beasts. They had shared this knowledge with the humans, so they could do it themselves without bothering the beasts too much. A human’s greatest strength was their will and curiosity. Beasts were like mentors to them, since they knew nothing about nature, and almost all the things they know were taught to them.

 

Beasts were quiet and simple, they wanted nothing more than a community they can fit in, a soulmate, and a place to settle with plentiful food. Humans strove for something better; they simply could not accept the simple lifestyle. Exploring into the unknown and restless, they ventured into every corner of the known world. Gradually, territory conflicts began to rise, as the humans who wanted to settle down wanted to do so in land that was already occupied. But this wasn’t the only problem; food started to lessen on the beasts’ side. The humans were growing in a rate too overwhelming for the beasts, and so the humans hunted more and thievery emerged.

 

As if there was not enough problems to deal with, the last straw for the beasts were drawn. In the middle of Evain, Asna’s central continent, there grew a tree with silver leaves and trunk that shone in moonlight. Commonly known as the Silver Tree, there is a legend circulating around it stating that the tree was blessed with the moon’s tear. It was a regular tree until one day, a shining silver droplet descended upon it, granting the tree immortality and a brilliant hue. Beasts had a direct connection with the tree, so sometimes they can talk to the tree. The Silver Tree ultimately symbolized Asna’s tranquility. Perhaps one of the most famous tales about the Silver Tree was that it granted everyone in Asna at that time an extended lifetime.

 

The Silver Tree was protected and endeared by the beasts, and it was a miracle if they had let a human close to the tree. Humans were curious of the tree, but they had territory to discover, so no one had really thought about it; but then someone did. A human who was skilled in the arts of staying in the shadows sought the tree one day, and seeked its sap, which that human presumed can grant anyone eternal youth. The human brought a sword, and cut the tree with it. Several times the person did slice, deeper and deeper the blade carved. Gradually, the tree lost its shine, and when the human reached its core, the tree completely withers, its leaves giving into the grasp of gravity. Upon noticing this, the beasts panicked and frantically looked for who had done such an atrocious act; but could never find the culprit.

 

Furious beastclans started blaming the humans, which the humans did deny. Foul words were exchanged, and that turned into punches, which turned into weapons. Steel clashed steel, and no one had paused to wonder who killed the tree; all the hatred humans and beasts bottled up for each other now erupted, blinding any logical mind. More centuries passed, and humans industrialized along with dominating the beastclans, as the cities and towns they built were enforced with heavy artillery and defensive magic barriers. Sure, the beasts had taught them how to use the magic, but they had evolved it, making themselves stronger and stronger.

 

The land the beasts had once thought they could protect fell into the hands of the humans, and the humans carved their own territories, and called each portion of their territory “countries.” The beasts could do nothing but watch as their home gradually degrade into something horrible. Humans have yet to cover every nook and cranny of the world, but claimed more than what they were entitled to. Some areas remained untamed while some parts were unrecognizable, hard to believe they were once simple plains. More time passed, and train rails that ran on and protected by magic streaked across the humans’ countries, connecting cities and towns to each other, piercing through natural terrain wherever possible. This made the beastclans more enraged, but they could do nothing because their magic was inferior to the humans’.

 

Naturally, humans who deeply hated the beasts created guilds and recruited those with the same opinions, and started to hunt down the beasts, showing almost no mercy along the way. What they had found out was that both their magical and physical power rose as they defeated more and more beasts. When the discovery had been made, more joined the cause, and more guilds rose to build their own fame and strength. Steadily, the humans forgot about why they had hated the beasts in the first place; the desire to fulfill their own greed for reputation and power overpowered the memory.

 

The story of Asna is still continuing, for the beasts never forgot that day, and neither did their future generations. The loss of the Silver Tree was a blow dealt harshly to them, ruining their pride and trust in the humans. And the human who started it all had blood running in the current generations, and they were the only humans who still remembered. The moon’s tear was never seen again; at least, not by everyone.

 

And it just so happens that a little hero is about to find out something she never thought possible.

 

 

Art of the Ironhunt

 

Entertainment is an important of a human’s life. Whether it be watching others suffer or simply enjoying a play about three pigs running away from a wolf, it was enough to satisfy the humans. And Ironhunt is the most illustrious entertainment of them all. In the most simple form, Ironhunt is a competition between individuals or guilds that wish to gain fame.

 

Ironhunting is considered a sport much like hunting down beasts, but humans are put up against each other in teams of or more than seven. Ironhunt is based off chess; it has pieces and an objective to eliminate the leader of the opposite team: the Ironlord. The Ironpieces, those who are subordinates to the team’s Ironlord, can either defend or attack, and that choice is up to the individual. There are a total of 33 Ironpieces an individual and choose and play, and each has its benefits and downfalls.

 

There are certain Ironpieces that require a specific type of damage, that being either physical or magical... or sometimes both. Some Ironpieces have a special ability that can only be activated with a certain condition. Long ranged, short ranged, defensive, offensive, bulky, agile, whatever one’s preference is, there is an Ironpiece that can fulfill that priority. There is no such thing as being tied down to an Ironpiece, the individual is the one who decides what they want to play as.

 

There is a rule of no two same Ironpieces in a match. That means, if an Ironpiece is taken by the opposite team, no individual, whether same team or not, can choose it again. This may be a disadvantage to some, and that is where being useful in more than one Ironpiece matters. The settings of a match is varied, from frozen peninsula to humid rainforest, the arena can generate all terrains.

 

Eliminating Ironpieces or Ironlords are simple, but complicated once put in an actual match. In a match, no one can kill each other, and no blood will be drawn, thanks to advanced magic. Every Ironpiece and Ironlord carries a shackle, either around their neck, hand, leg, or waist. To eliminate is to break that shackle. You cannot eliminate someone from your own team, as your weapon will not make contact with the shackle; it will simply pass through like air. The Ironlord has an especially large and heavy shackle, and puts a limit on their mobility, putting them at a disadvantage.

 

When eliminated, an Ironpiece’s name is called out across the map, along with their affiliation. Once the announcement is made, the Ironpiece will begin to fade, and teleported back to their team’s headquarters, where they can spectate the rest of the match from multiple screens. However, when the Ironlord is eliminated, the match immediately ends, and everyone remaining will get teleported to the lobby of the Coliseum where the match is held.

 

Ironhunt is an event that can only happen in the presence of sponsors and a thriving economy. Betting and paid entrance is a default way to keep the Coliseums funded and the games running. Coliseums can be built in any city, though it requires a bit of space, depending on its intended audience capacity. Small cities and towns cannot afford such necessity, but international services keep the watchers in contact. Television and national betting, in the courtesy of advanced magic, are ways to keep updated.

 

Although Ironhunting does not result in experience, it does reward gold and fame. A certain percentage of bets goes to the winning team. 50% of every bet lost goes to the Coliseum itself. Anyone can bet on either the whole team or one individual. If the whole team they bet on wins, they get 50% more than what they originally betted. If the whole team they bet on loses, all of the amount they had put in goes to the winning bettors and the Coliseum. Betting on an individual is the most riskiest, since in order to win, that individual has to still be in the match after winning.

 

There are normally three types of matches: random placement, guild war, and duels. Random placement puts seven or more individuals around the same level that enlisted themselves to a match into one. Guild Wars take entire amounts of guilds against each other, but will keep the numbers on both side balanced. Duels are basically player versus player, where the map is only ⅓ of what a normal map is.

 

Once in four years, there is a special event that renames Ironhunt into Moonhunt, where there are major changes within the game. Ironpieces and Ironlords also get renamed to Moonpieces and Moonlord. Matches take place <i>only</i> at night, and last until dawn if necessary. Moonpieces who are only available for this event are packed with brand abilities and unique attributes. The wide array that the arena can be is narrowed down into three types of arenas: a cliff next to a beach, a dark forest, and inside of a massive cave, all held in the artificial setting of a full moon. This chance is almost once in a lifetime, as only certified individuals can enlist in matches. The victor or victors of the event is given a Moon Wing and Moon Ring, both magnify every attribute of the one who wears them. And of course, they also gain their name being known to every corner of the known world.

 

Ironpieces

 

Rogue Judgement (RJ)

Known for their highly isolated personalities and high damage capabilities, these solitary individuals often only value their own opinions over others and go off by their own. Sometimes they’ll show up to save their own teammate and the next second, they’ll be gone.

 

Phantom Thief (PT)

Quiet and unknown, this highly sophisticated shadow does their best to remain hidden and unnoticed, staying as true to their titles as possible. No one expects them, but Phantom Thieves know what goes on in their environments; staying on top while still veiled by darkness.

 

Gemini (G1-2)

A team-up inside a team, they are comprised of two individuals who must have experience in the position and as well as knowing their partner. Tied together by a chain between their shackles, Geminis are rarely seen during the field, and they both will be ousted even if one of them gets hunted down.

 

Assaix (AX)

Knowing the difference between Phantom Thieves and Assai are difficult, but Assai allows magical users. Staying in the shadows and using their best abilities to stay invisible, these attackers eliminate quickly and efficiently; that is, if they can manage.

 

Zero (ZR)

Similar to Rogue Judgement, Zeroes have a more shady aspect to them. Wandering off by themselves are frequent, but they pack more damage than anything. Zeroes are reckless and love to indulge themselves in risks, even if it takes them out of the game.

 

Bloodlord (BL)

The main fighter of Ironhunt. Relying on damage and most often the leader of the game, Bloodlords are mature individuals who have a ton of leadership in them. Of all, Bloodlords are expected to lead their teams into victory, and if not, are shamed to not take the position again.

 

Tenebrae Outlaw (TO)

Magical damage dealers who like to live on the wild side, these Ironpieces are generally a little bit crazy when it comes to eliminating others. Disobeying orders and neglecting teammates are their hobbies, as their thirst for victory leads them far away from their responsibilities.

 

Soulless Reaper (SR)

Not limited to any type of dealing damage, they simply exist to reap enemy pieces and do their best as they serve under their Ironlord. These individuals are given a white mask which they can hide their identities, and instead of being ousted by their shackles, they get ousted by the very object given to them.

 

Saint Sinner (SS)

Fallen angels is one synonym, but that does not change the path they have chosen. Specializing in damage and defense, they are hybrids of two opposing attributes. It takes a lot to master this Ironpiece, those who are not worthy will not last long in the Ironhunt.

 

Raw Renegade (RR)

It’s a good idea to stick with physical dealers for this Ironpiece, but magical is just as effective. Known for their speed, Raw Renegades charge and value their Ironlord before anyone else. They are daring explorers, rushing into the unknown and dangerous lands for their team’s sake.

 

Paladin Vanguard (PV)

Usually in the frontlines of the battle, they endeavor to achieve victory through their advantage of high stamina and defense, two factors which compliment each other. Paladin Vanguards and Bloodlords have a close connection with each other, so having both in one team may increase chances of winning.

 

Archknight (AK)

These Ironpieces prefer to stay close to their Ironlord. No matter the situation, they are there to protect their master and are willing to put themselves on the line. A guard dog if you will, Archknights have plenty of faith and patience for their teammates.

 

Ruin Hunter (RH)

Long-range physical damage dealers who are annoying if they catch you off guard. Ruin Hunters are dynamic in speed and agility, making them even more hard to hit. They are part explorer and guard, and have a good deal of critical chances up their sleeves.

 

Card Master/Set Mage (CM)

These Ironpieces are lent a special ability: the ability to manipulate their surroundings. No matter what their name is, whenever they set down a card, the effects of that card are applied onto the ground and immediately affect those within range. The real table-turners, these individuals are even more dangerous with special sets of cards.

 

Nechron Venger (NV)

Not very conversational, they lurk around like shadows, occasionally helping with fights and eliminating enemy pieces.If matched with a Soulless Reaper, their capabilities double. Furthermore, at anytime and anywhere, they can revive one of their ally Ironpieces, though they will have to sacrifice their own life in the process.

 

Thunder Seeker (TS)

Much like Raw Renegades, these Ironpieces only seek speed. Often boastful and loud-mouthed, they lack the teamwork that is needed to win the game. Nevertheless, these individuals do not lack in ambition for victory, and would love nothing more than to crush Star Slayers.

 

Star Slayer (SL)

A star who is a slayer or a person that slays the stars? Both. Star Slayers are the ultimate rivals for any Thunder Seeker. These Ironpieces specify in stamina and damage, making the best of both worlds. A showdown between a Star Slayer and a Thunder Seeker are ones to spectate.

 

Macabre (MC)

These mischievous Ironpieces specialize in shape-shifting, as they can transform into a personification of rugged shadows to grotesque creatures, they are physical-root-magical damage, meaning they spend their magic to create physical damage through their various shapes, though ultimately, they rely on their own magical damage.

 

Eclypso (EC)

The very opposite of Macabres, Eclypsos can deal magical damage for a short duration, but sooner or later, they will still have to depend on their own physical damage. They cannot shape-shift, but they are potent in short, medium, or long ranges.

 

Whitefang (WF)

One of the two Ironpieces who are granted dire abilities, they have a white werewolf form which they can transform to only one time. In normal form, Whitefangs are robust in speed and defense, an unlikely but deadly combination. After all, they need all odds to be in their favor against the Blackclaws.

 

Blackclaw (WC)

The second Ironpiece who is allowed another one-time form, they are black werewolves who contradict the Whitefangs. Blackclaws generally have severe damage and critical chances, naming them the most potential damage dealer. Their rivals may be strange, but they have a sequence unmatched.

 

Crimson Phoenix (CP)

Limited to magical damage, they are ones built from their own ashes. Crimson Phoenixes have one more shackle after their first is taken, making them a major table-turner. Though after the second shackle, there is no other to revive them.

 

Fault Breaker (FB)

This Ironpiece requires critical thinking and great endurance, as they are the only ones who can bend a rule. There are a few rules to their range of manipulating in the rule books, and their existence alone puts a huge target on their back. Though they can only bend one rule, that rule applies for the rest of the game, and requires a huge deal of mana and concentration. A support Ironpiece for a Fault Breaker is highly recommended if a Fault Breaker were to be in a game.

 

Pagan Iris (PI)

A unique magical damage dealer, these Ironpieces are able to see the entire map, plus they have an increased Ironpiece detection range. Pagan Irises are indeed omniscient, but they aren’t as able as the other pieces in terms of any attribute. Having them in a game certainly creates uncertainty.

 

Shadow Saga (SG)

Using arcane magic, these Ironpieces can enchant themselves to grow wings and, if powerful enough, can copy an enemy Ironpiece’s special aspect and use it for their own benefits for a limited duration. They may lack in every field, but they gain mana immensely, making them a risky Ironpiece to have.

 

Russet Recker (RK)

First child in the Armageddon Trinity, these Ironpieces bathe in the blood of their enemies. Their damage is supreme, and most often conflicted with Bloodlords, whether enemy or ally. Russet Reckers bring nothing but destruction.

 

Maroon Ravager (RV)

Second child in the Armageddon Trinity, all they see are red. Exceptional in both damage and speed, these Ironpieces have an unexplainable grudge against their kin. Another nickname for them might be demons, but let’s not jump into conclusions.

 

Morbid Carnager (RC)

Third child in the Armageddon Trinity, they are the most solemn and quiet. Under that facade though, is the most gruesome and corrupt Ironpiece in the entire selection. Possessing abnormal levels of defense and resilience, they are walking heavy weapon wielders who seek victory and subjects to torture.

 

Demon Blade (DB)

Often overlooked, Demon Blades are Ironpieces who can have a form of any weapon. From scythes to a hybrid of hammer and sickle, they can transform to it all. They do not require a master, but they do grant the Ironpiece wielding them bonus power ups, depending on their form and their master’s will.

 

Arcane Herald (AH)

Not restraint to any type of damage, these Ironpieces do require a lot of mana to warp and lay down wards to teleport to. These wards provide a short Ironpiece detection range, too, and are very small to detect, but they can be taken down if dealt enough damage. They act as messengers to their teammates, using their wards to their best and support any ally Ironpieces.

 

Tide Sage (TT)

Another unique magic type Ironpiece, these individuals can rewind time once, and therefore is another major table-turner. They cannot reverse time once their Ironlord has been eliminated, but they can revert time prior to that, assuming they know what is happening.

 

Grim Joker (JK)

The only thing they’re good for in terms of attributes are their high mobility and evasion. Though, if you choose to stay on the bright side, Grim Jokers can turn into the Ironpiece that they’ve recently eliminated, which proves to be a powerful ability in the end.

 

Hellhounder (HH)

On anyone’s opinion, Hellhounders are annoying but are advantageous to play as. These Ironpieces prove as an effective support and solo, but that’s not why they’re irritably favorable. Once a Hellhounder has a locked target, it will attempt to follow that Ironpiece and eliminate it as quick as possible. Some Ironpieces who experienced this report being watched or whispered to.

 

Moonpieces

 

Cresent Omen (MC)

Mainly a magical support, this Moonpiece is capable is turning the tides in a team fight. Able to buff their own teammates, they can heal and help from a long distant. Annoying is one adjective opposing teams give this Moonpiece, and they take it as a compliment.

 

Night Eye (MN)

These Moonpieces have been given their name for a reason. Their detection range is increased dramatically, as well as their superior sense of every corner of the map. Relatively agile, they act as scouts, and tend to scatter themselves across the match, and are notorious for stealing eliminations.

 

Lunar Berserker (ML)

Exactly as their name is, they are physical tanks or warriors that either defend or deal damage well, respectively. Damage as well as critical chances are the two bonuses for this Moonpieces, and it fits them well.

 

 

 

Time and Life

 

For the most part, Asna’s time flows as evenly as Earth’s; a year consists of four seasons and twelve months. Beasts naturally have a longer lifetime than humans, averaging in the 200s, while humans in Asna have not lived further than a hundred.

 

To beasts, it did not matter how long they lived, as long as they have contributed to their community and experience a life full of simple things. Humans, however, know not of staying still. They were always moving, ever changing. They strove to find the better things to do than sit around.

 

Beasts have been hunted ever since the day the Silver Tree fell, cutting their lifespan almost by a twofold. That isn’t to say there aren’t any sufferings on the humans’ side, but beasts have been disappearing a lot faster than humans are. Humans fail to recognize this as a problem, and only embrace it as a victory for themselves. Humans are also blind to the fact that they had depended on the beasts for almost everything, beginning with the art of magic. Food, natural resources, and common knowledge are the few of many things that the beasts have provided humans with.

 

The humans count years beginning with the fall of the Silver Tree, and it has been five thousand since then. Beasts have no need to measure time, so they do not count the years according to the humans.

 

In Asna, no one ever essentially grows old. When it is mentioned, the word “old” has a negative feel to it, because a picture of wrinkles appear. Humans remain in their prime until the year they die. Until their adult stages, there is still an infant and teenage stage for each human.



City Life and Education

 

 

Cities in Asna are interconnected by rails, which are busy daily with trains on top, transporting humans to their desired places. Major cities with a thriving economy and wealthy managers are often the most populated, as shops and entertainment centers company the streets. Asna has no other transportation other than by train, so the streets are streaked with two rails for two trains going opposite ways. The pace of the train is slow and relaxing, which adds to the tourist side of major cities.

 

Major cities are circular in territory size, and take up around four thousand square miles. As the most crucial and largest city in the world, Central is an international attraction. At day, there are lots of things to do and see, as Central sits on top of a moderately high plateau, offering a view that is deemed invaluable. Delicacies of all kinds are brought to Central, and of course there are some native dishes, all are appealing to tongues of any preference. At night, streetlights lazily illuminate the streets, and the train activity dies down just a bit, perfect for dates or just to hang out.

 

In cities, open-firing is forbidden, and there is advanced magic to enforce that law. So far, no one has died inside a city. Dueling inside a city is the Coliseum’s job; to enlist in a duel, you must go to the Coliseum to do it.

 

Gold is the official currency for every human in Asna. Primarily, gold is dropped by beasts or dug up by miners. Secondary ways of obtaining gold is to work in places or create a place that pay, get it as an award from Ironhunting, or trading various goods to others.

 

Daycares and orphanages aren’t as crowded and abandoned, as some school centers usually take them in. Children under 16 are expected to take part in classes, but it is not mandatory for everyone. Subjects like math, science, geology, and many more are taught, and all classes are optional and are personalized by the individual who is interested. For those older than 16, a small fee is charged.

 

Of Combat and Weaponry

 

Weapons are forged in the hands of blacksmiths, and are not bought for a cheap price. Beginner weapons that are wooden, brass, or copper have relatively cheap prices, but as soon as steel, iron, or any other special mineral is wanted, the prices will soar like the central buildings of each city. Custom made weapons are even more costly, sometimes by a twofold or triplefold.

 

Any combination is welcome, as long as the individual is skilled at it. Sometimes there are special mentors and/or shamans that take on apprentices worthy of their knowledge. There are classes offered at some cities for a low cost on the course. Self-teaching is also another option, as there are massive libraries containing books on endless topics, including the mastery of weapons.

 

Steel is the leading material for weapons, as it is both light and strong, and can be mended into any density and design. Iron is the runner-up, and close behind the two is titanium. Titanium is projected to beat steel, but it has made little progress since its creation, to add onto that, it is costly. Of course, weapons can be made of any material, but metals are more preferred.

 

Weapons were enchanted with magic to make them easier to transport. Weapon Keys, as they are known, are somewhat what they sound like. For a cost, a weapon can be turned into a miniature form of itself, and the user is able to keep it in their pockets or attach it to something else. They are not literally keys, but it could be made possible for a weapon to completely turn into a key, just pay the local key magician three more times.

 

 

 

Hunter Classes

 

As with all humans, they always divide themselves into a class system. Two major classes are the Hunters and Civilians. Hunters are those who have a passion for slaying beasts. Over time, those who wield a certain weapon is created a title of, and as more time passed, titles turn into classes that Hunters organize themselves to be.

 

Beginner sword or spear wielders are generally called Warriors. As they get more advanced with their choice of weapon, they ascend into their respective new titles. Dragoons are those who wield spear, and Warlords those who wield two-handed swords.

 

Those beginning the art of wielding dual swords are marked as Bladers. Unlike Warriors, they have to stick to one weapon choice, that is, their double blades. Once experienced enough, they are newly titled Striders. Striders have the option of training to be a Blademaster, those who control two levitating blades with only their minds.

 

An Archist delves into the art of handling bows or crossbows. There are two weapon choices for them: the crossbow and the traditional bow. When their skills are developed, crossbow users are regarded as Treasure Hunters while bow users are Ruin Walkers.

 

Beginner Knights are specialized in either a one-handed sword, mace, or dagger with a shield. When their skills are honed enough, one-handed sword and shield wielders are Order Knights while mace and shield users are Terror Knights. Dagger and shield users become Lawful Knights, and only they have an option to advance to Solitair Paladin, which unites a knife and a dagger together.

 

Sorcerers are beginner magicians, with the option of either a staff or an orb. The difference is that with a staff, you have more mobility flying on it but casting spells take longer than when casting with an orb. Elemental Masters enjoy their hovering orbs while Archmages have their personal ride home on their staffs.

 

At first they sound ridiculous, but Bards are beginner guitarists that are another type of magical damage. Once they are tuned and adjusted to their lifestyle, they are called Minstrels, and are one of the two Hunter Classes to coexist with Civilians, bringing them music while slaughtering beasts with the same vibrations. Minstrels have the choice to furthering their magic with training to become a Maestro, who carries around a thin baton as a weapon with style.

 

Guardians truly have the most underrated fighting style of all time, and that is because they use knuckles or claws. Those who wish to fight with knuckles become, with time, a Crusader while those with claws rise to Berserkers. Both Crusaders and Berserkers have an option to become a Brutus, one that need no weapon, which means they will be magical damage dealers, fighting with their raw fists and inner “beast.” Only a Berserker has the advantage of becoming a Highlander, those who wield claws in the formation of a wheels, called spiral blades.

 

Although not necessarily running from the law, Outlaws do possess dual guns as a beginner. They are often seen doing everything by themselves, and returns as a Duelist, an advanced gunslinger. Duelists have an opportunity to train for Judgment, those who wield gunblades.

 

Ironjaws depend on metal scrap works to fight for them, from simple retractable boxer gloves to accidental explosions, they can build them all. Programming their first android will bring them the title of Silverfist. If a Silverfist contributes enormously to modern technology, they may be recognized as a Fullmetal. There is a second way to earning the Fullmetal title: creating a friendly android that can assist and be useful in combat.

 

Of course, there are no Hunter Classes police or automatic system that can grant an individual their title, but becoming a Hunter requires honor and truthfulness. If an individual lies about their class, it will be shamed upon.

 

Civilian Hierarchy

 

 

Of course, there are those who value peace than bloodshed, and they are the Civilians, also commonly called city-dwellers or tree-huggers. They have normal lives inside the barriers that guard the cities, and they deliberately chose to not to involve themselves in the feud that is humans versus beasts. Not to say that they lack strength or courage, but they believe in tranquility can be achieved nonviolently.

 

The order of Civilians are based on how much an individual earns. At the bottom of the pyramid are the everyday workers, like those from shops and restaurants. Their checks are small, but are enough to make a living out of. Right above them are managers or teachers, requiring a bit of experience before they can earn that job. Superior than them are the more complicated jobs, like industry leaders or secretaries. Needless to say, the ones sitting at the top are those who do the actual protecting of the city, referred to as the Headquarter Civilians. Politics are their area of battle, and they are the ones who makes the laws and enforces them.

 

 

Beast Categories

 

There are endless species of beasts, and new ones are discovered everyday. The secret to their diversity is that they all are mutants; mistakes that keep jumbling up. To avoid confusion, humans have created generalized categories for the beasts, relying on appearance to be the factor that sets each category. There are twelve overall, and they are made easy to remember.

 

Aries beasts are those that resemble rams, and they can stand on their four hoofs. They come in a wide range of sizes, though they are dominantly large, and their horns are the most distinctive, it curves around in a spiral.

 

Taurus beasts are even more massive than Aries beasts, and their horns do not form a spiral, but either curve up, stretched to the side, locked in front of them, or pointed down(for some reason). Unlike other beasts, they’ve developed the intellect to pick a favorite weapon: the axe.

 

Gemini beasts are those with two or more heads, especially if they are from different animals. The Ironhunt makers were careful to avoid the option of fusing together two players and having them sharing one body but have different heads.

 

Cancer beasts are ones that originate from the sea, and are often in the form resembling a crab, though their multiple legs are the main factor that sets them apart from other beasts. A true Cancer beast has some kind of oceanic debris on their hide, like seaweed or mussels.

 

Leo beasts are often deemed the most terrifying of all. Wrath is their specialty, and they aren’t afraid to show it in front of humans. Their feline-like characteristics are what defines them, though some Leo beasts couldn’t be recognized at first because of how many mutations they’ve gone through.

 

Virgo beasts are opposites to Leo beasts; they attain the traits of a canine. Standing on four or two legs, they are fierce and agile, and only the most experienced Hunters can take them down. Virgo pelts are quickly becoming popular in the markets for their mysterious shine.

 

Libra beasts take forms of distorted birds, and their plumage cannot be described in just “ugly.” Their heads are generally replaced for another animal’s, and whatever it may be, the head(s) can breathe fire.

 

Scorpio beasts are exactly the same as Cancer beasts, but they are not from the sea, they are from land. And they usually have poison in their bodies that can be utilized as a weapon. Any Hunter has to be careful around them.

 

Sagittarius beasts almost always have a solid body of a horse but their neck is replaced with another animal. The animal they have as their head, no matter what it is, seems to be anthropogenic, and possesses thumbs along with four fingers.

 

Capricorn beasts are generally small but their stamina exceeds all other beasts. Difficult to kill and chase, they resemble goats, their horns are barely noticeable because they are that miniature compared to their body proportions.

 

Aquarius beasts are especially difficult to kill, because they possess similar form to that of a serpent. Sometimes they have wings, and have other parts of beasts infused into them, but how to tell if it is an Aquarius beast is that they get around by slithering..


Pisces beasts are extremely rare, and extremely hard to kill. They have two lives, and the in their second life they can morph into something much more grotesque. Fins are their most apparent trait, and if a Pisces beast is ever located, it might take an entire guild to take it down.