Chapter 695: Races of the Otherworld (Unnamed) — As of this point in the story
Races of the Otherworld (Unnamed) — As of this point in the story
At the request of readers, let me organize the systems and races in the story. Therefore, I will state the information on each race here: (Arranged by order of appearance, not by strength)
Human: An emerging race of the Otherworld (unnamed), which rose in the central part of the main continent ten thousand years ago, and later moved to the eastern plains of the continent to multiply and settle as the influence of the Elves receded. Their height is generally around 1.5 to 2.2 meters (influenced by the climate of their settlement; the colder the climate, the taller they are, and the hotter the climate, the shorter they are). They are divided into male and female genders; males have a certain advantage in strength and physical stamina, while females have a certain advantage in spirit.
Within the main body of the race, they are further subdivided (from north to south, from east to west): Imperial Plainsmen (prone to producing Mages, higher intelligence), Northerners (tall stature, mixed with some Beast blood, better stamina and strength), Mountain People (not easily angered, exceptionally resilient spirit), Floating Water People (heat-resistant, capable of diving into deep water, not easily drowned), and Fara People (high mental variability, heat-resistant, tenacious personality).
Human lifespan is generally sixty to one hundred and twenty natural years (in a state unaffected by supernatural forces). The vast majority of the population obtained modified bloodline inheritance through magic modification during the Magic Empire period. Under the strong influence on the human body, they can spontaneously be stimulated to generate a life-controlled energy field. The origin of this technology is mysterious; the seventh Magic Emperor of the Empire, 'Lataiyas the Embraced', claimed to have invented it, but he had close ties with the Elves.
Human souls are lively but easily influenced and changed; therefore, a painful life will erode a large amount of the soul's vitality. After the body dies, the soul does not easily aggregate. However, an overly lively soul also makes it easy for the body, after death, to be unaffected by the Underworld and linger over the dead corpse, causing a post-mortem 'resurrection' effect.
Human souls have strong plasticity and high compatibility with various natural and supernatural forces, making it relatively easy to control them to produce those who manipulate non-natural forces (Priests, Mages, Warlocks, Wizards, etc.). A small number of them will also naturally produce manipulators of non-natural forces.
The political system of human society is easily influenced by its level of social development. In relatively harsh survival environments, they are more dependent on social collectives centered on families and clans to produce and survive.
It is estimated that the total human population is currently about 350 million and is still rising rapidly.
Human history: Thousands of years before the story began, most of the widely dispersed tribal city-state humans settled in the current central plains of the Empire, ruled by wise Wizards in the tribes. Later, due to resistance against foreign races, they integrated to form the first few early Magic Kingdoms.
The Magic Kingdoms fought among themselves and were quickly unified into a single human Magic Empire within a hundred years.
The Magic Empire lasted for thousands of years. In units of three to five hundred years, it continuously defeated various local foreign races in the same plains area, continuing to expand to half the area of the current Endor Central Empire. Because it came into contact with the main forces of the northern Beast and western Dwarf Kingdoms, the Empire was defeated and stopped expanding.
More than two thousand years ago, the last Magic Emperor of the Magic Empire, 'Shaku the Alchemist', went missing, and the Magic Empire collapsed and disintegrated. Humans entered a chaotic period. After more than seven hundred years of wars between major kingdoms, the Endor Central Empire was established on the old capital of the former Magic Empire and began to gradually conquer the remaining human kingdoms.
Due to excellent flying troops and powerful legion transport capabilities, the Endor Central Empire gradually recovered the territory of the former Magic Empire over several decades, and subsequently defeated the northern Beast forces and the western Dwarf Kingdoms, stabilizing its territory to roughly its current size.
As of the start of the story, the Endor Central Empire has been established for over seven hundred and seventy years. During this time, numerous human kingdoms were also established outside the Empire, such as the North Three Kingdoms located in the cracks between the Dwarf, Human, and Beast forces; the vast area of the new kingdom northeast of the Empire after crossing the Beast territory; the autonomous duchies southeast of the Empire; the island nations in the southern seas of the Empire; the loose human kingdoms in the southwest of the Empire; and the Saint Hors Kingdom, established on the western Dwarf lands at the request of the gods.
The area and strength of the numerous kingdoms vary. Although the Saint Hors Kingdom has been newly established for less than a hundred years, its land is vast, it has absorbed many immigrants from the Empire, and its strength is growing rapidly. Therefore, it has also generated many conflicts with surrounding human or foreign kingdoms.
Dwarf: An old-established race of the Otherworld (unnamed). They rose in the central region of the main continent tens of thousands of years ago and have been developing and growing in the central part of the main continent ever since. From the primitive period, they used tribes as the main body of the race. To this day, many Dwarves who refuse progress and change still cling to the tribal system and do not have much interaction with the various Dwarf Kingdoms.
Dwarf height is generally between 1.2 and 1.5 meters (influenced by the environment of the settlement; the more open the living environment, the taller they are, and the more cramped the living environment, the shorter they are). They are divided into male and female genders; males have a certain advantage in mental resistance, while females have a certain advantage in resistance to natural and non-natural forces.
Within the main body of the race, they are further subdivided (inside mountains, outside mountains, above ground, underground): Furnace Fire-Beard Dwarves (red beards and red hair, heat-resistant, extremely high endurance), Wilderness Messy-Beard Dwarves (coarse hair, body and spirit not easily affected by hunger), Plains Ista Dwarves (higher intelligence, prone to producing supernatural professions), and Cave Ohm Dwarves (black hair and gray skin, spirit not easily affected, low-light vision).
Dwarf lifespan is generally two hundred to three hundred and fifty natural years (in a state unaffected by supernatural forces). Dwarves cannot generate Life Energy like humans, but with the help of Magic and Divine Art, their strength remains powerful. Their personalities are generally stubborn, and their bodies are similar to their personalities, not easily harmed by the forces of nature.
Dwarf souls are resilient and not easily influenced or changed; therefore, no matter what kind of life they lead, it will not affect the vitality of the soul. After the body dies, the soul does not easily leave the body, and it requires a long time to keep the corpse in a Coffin until the soul departs. However, an overly resilient soul also makes it easy for the body, after death, to be unaffected by the Underworld and linger in the caves of the earth, causing an environmental 'cooling' effect after a person passes away.
Dwarf souls have relatively strong plasticity but low compatibility with various natural and supernatural forces; therefore, it is not easy to control them to produce those who manipulate non-natural forces (Priests, Mages, Warlocks, Wizards, etc.), but their group is naturally prone to coming into contact with supernatural forces without being harmed. A very small number of them will also naturally produce manipulators of non-natural forces.
The political system of Dwarf society is not easily influenced by its level of social development. No matter how harsh the survival environment, Dwarves will always rely on social collectives centered on families and clans to produce and survive.
It is estimated that the total Dwarf population is currently about 100 million and is still rising slowly.
Dwarf history: Tens of thousands of years before the story began, a small number of Dwarf tribes living scattered in caves and caverns mostly settled in the mountain plains of the current main continent, ruled by Wizards and Witch Doctors in the tribes. Later, due to natural population growth, they integrated to form several Dwarf Mountain Kingdoms.
The Dwarf Mountain Kingdoms cooperated with each other, fought together against other foreign races in the central continent, and integrated into an expansionist Dwarf Empire that continuously absorbed populations of various races over about ten thousand years.
Several expansionist Dwarf Mountain Kingdoms maintained their status for tens of thousands of years after being promoted to empires. In units of one to three thousand years, they continuously expanded to various regions of the central main continent and absorbed local foreign races (including early humans), continuing to expand to their current size. Because they came into contact with the new Elf race—Forest Elves—in the forest regions of the western main continent and the Beast forces in the eastern plains of the main continent, the Dwarf Empires were defeated and stopped their expansion.
Tens of thousands of years ago, Dwarves accidentally discovered several entrances to the underground world. Banafte, an 'Explorer' from the Eastern Empire, first led an expeditionary force deep underground and successfully passed the survival test, establishing a new Dwarf Kingdom in the underground world.
At the same time, the Dwarf Empires attacked each other, and a large number of Dwarf legions grew tired of the chaotic wars that had lasted for hundreds or thousands of years, forming their own tribes, breaking away from the control of the Empire and Kingdoms, and migrating to remote areas.
The wars between the empires also prompted a large number of Dwarves to be driven deep into the mountains to dig Mine tunnels. They dug deeper and deeper, gradually breaking away from the rule of the surface Dwarf Empires and Kingdoms. After relying on mining minerals to exchange for survival supplies, they formed their own faction and continued to grow. Dark coal and hot magma provided them with surging power and resources. The Dwarves deep in the mountains gradually pushed back to the surface and established their own empires and kingdoms in various mountain ranges.
Today, several Dwarf Empires in the central main continent, with Plains Ista Dwarves as the main body, are still fighting for the highest imperial order in Dwarf society, while other Dwarf forces are also eyeing them from the sidelines.
Elf: An old-established race of the Otherworld (unnamed). They rose in the southwest of the main continent 150,000 years ago, and later moved to all regions of the main continent to multiply and settle as the influence of the Elves expanded. Their height is generally around 1.3 to 3.5 meters (not considering primitive Elves, basically influenced by racial mission and preference). They are divided into male and female genders and pure elemental energy states; males have a huge advantage in energy storage and control, while females have a huge advantage in perception and spirit.
The race has no main body. Within the large Elf race, they are briefly subdivided (not considering primitive Elves, first by preference, then by mission):
Forest Elves (height 2.2 to 3 meters, love forests, strong climbing and jumping ability, strong stamina, strong strength, naturally able to communicate with animals, basically have a small amount of Magic ability, generally cold personality, lifespan 600 to 1,500 years);
Plains Elves (height 1.8 to 2.5 meters, generally have Magic ability, powerful spirit, lifespan 800 to 2,000 years);
Flower Elves (height 1.3 to 1.6 meters, generally have Magic ability, love plants, naturally able to communicate with plants, delicate and fragile spirit, lifespan 300 to 500 years);
Cave Elves (height 2 meters, low-light vision, naturally sensitive hearing, have Magic ability, body is pressure-resistant and heat-resistant, love heavy element radiation, extremely strong survival ability, can survive for more than ten years without food or water, lifespan 1,800 to unknown years);
Light Elves (uniform height 3.5 meters, naturally huge energy storage, have extremely strong Magic ability, love light, pursue light power, lifespan 5,000 to unknown years);
Dark Elves (uniform height 3.5 meters, naturally possess the ability to absorb natural and supernatural energy, have extremely strong Magic ability, love darkness, pursue dark power, lifespan 5,000 to unknown years);
Cloud Elves (height 3 meters, naturally able to absorb lightning, able to perceive magnetism, have extremely strong Magic ability, able to float in mid-air, lifespan 500 to unknown years);
Moon Elves (height 2.5 meters, extremely sensitive spirit, super strong Magic ability, super strong adaptability to Divine Power, love the three planetary satellites, lifespan 10,000 to unknown years);
Sea Elves (height 3.5 meters, have gills and fins, generally have Magic ability, fond of fighting, extremely strong stamina and endurance, lifespan 400 to 1,200 years);
Abyss Elves (unknown, this is an Elf race specially modified for exploration of the Abyss world);
Wind Elves (height 1.8 to 2.5 meters, have bird wings, extremely strong stamina, able to perceive air flow and magnetic and electric fields, lifespan 600 to 1,200 years);
And so on and so forth.
Primitive Elf lifespan is generally three hundred to one thousand five hundred natural years (primitive state unaffected by supernatural forces). Their entire population had already undergone Fairy modification in the early days of the Elves, thereby obtaining longer lifespans and Magic abilities. Under the strong influence on the primitive Elf body, they could spontaneously be stimulated to generate a life-controlled energy field. This ability was an innate talent, but after racial modification by the Great Transformer, many emerging Elf races do not have this talent.
Elf souls are powerful yet sensitive, easily influenced and changed; therefore, no matter what kind of life they lead, Elf souls are not identical. After the body dies, the soul still possesses powerful abilities. Different Elves have different ways of dealing with the soul after death. Because Elves have long lifespans, they possess all life possibilities during their lifetime, so the soul after death is generally treated as a power source. An overly powerful soul, after the body dies, can be completely unaffected by the Underworld and go wherever it wants. This is also considered a part of the Elf's life, a link in the life journey, and some Elves will choose to face their post-mortem life this way.
Elf souls have extremely strong plasticity and high compatibility with various natural and supernatural forces; therefore, it is very easy to control them to produce those who manipulate non-natural forces (Priests, Mages, Warlocks, Wizards, etc.). Different races naturally produce manipulators of non-natural forces based on their bloodlines.
After the 'Great Schism' historical event, the political system of Elf society is completely unaffected by its level of social development. Elves with a mission are naturally required to pursue their mission for their entire lives and equally hand over the gains and results of their mission to the Elf Council for all Elf races to accumulate knowledge and insight. As for the more 'mediocre' Elf races, in most survival environments where they have long chosen to change their racial identity in the Great Transformer, they will variably form social collectives centered on families, clans, organizations, groups, societies, etc.
According to statistics from the Elf Council, the Elf population is currently divided into two parts: the large number of regional races is 19,175,560, while the mission races number 6,122, and both numbers are rising at a steady speed.
Elf history: Tens of thousands of years before the story began, Elf tribes living concentrated in the southwestern coastal areas of the main continent first came into contact with and mastered the command and control methods of Fairies. Therefore, their lifespan and strength rose rapidly. At that time, they were ruled and managed by Fairy Envoys and Prophets in the tribes. Later, due to external exploration of the world, they integrated to form the only Elf Kingdom.
After the establishment of the Elf Kingdom, population and Magic technology rose rapidly. In the following ten thousand years, the Elves generally explored and conquered the entire surface of the Otherworld planet.
After this great exploration journey, the Elves and Dragons had a war for world control that lasted for tens of thousands of years. Although the Elf population was not large, it was still far greater than the Dragon population. Therefore, the Dragons retreated to the depths of the ocean, avoiding the survival range of the Elves, and the Elf Kingdom also stopped expanding into the depths of the ocean.
The Elf Kingdom lasted for over 100,000 years, but the aimless and empty life brought by advanced Magic technology caused primitive Elf society to lose the possibility of continued population reproduction and further technological progress. Therefore, tens of thousands of years before the story began, the Elf Prophets built the Great Transformer, which can research and mass-modify biological bloodlines from the root.
After the initial modification preparations of the Great Transformer, the most adventurous primitive Elves modified themselves and launched an uprising against the ruling system of the Elf Kingdom. The two sides fought for power, and finally, more than ten thousand years ago, the Elf Kingdom collapsed and disintegrated, and the entire primitive Elf population joined the hands of the Elf Council brought by the Great Transformer. Afterwards, the entire primitive Elf population underwent forced racial modification; all excellent talents underwent mission race modification, while ordinary primitive Elves were evenly modified into the generally accepted Elves of today.
The Elf Council divides Elves into two types: Mission Elves and Regional Elves. The former are re-modified from the most excellent talents of the latter, responsible for the exploration and knowledge accumulation of the entire Elf race, possessing powerful strength and nearly infinite resources. The latter are mainly responsible for the main responsibilities of the race, responsible for survival and reproduction.
Because of the various different subdivided racial abilities, the survival environment of the Elves has greatly expanded, and the different, or even regressive, technical strength has also ensured the normal reproduction of the population.
Today, Elves are distributed in all regions of the Otherworld (except for the islands in the depths of the ocean, where a large number of Dragons live and multiply), but they are generally evenly distributed in the mountains and forests of various places according to the preferences of the Elves of each race. There are also small city-states and kingdoms established by Elves on the plains. There are certain disputes within the Elves, mostly conflicts arising from the allocation of resources in the Elf Council. But they still rarely use war as a way to solve them.
Other races have very little knowledge of the Elves. Only the most outstanding and powerful experts and gods know to try their best to befriend every Mission Elf they encounter.
Goblin: Whether to consider Goblins as a race is a difficult thing to judge even among human scholars, but Beast priests state that in their earliest civilization records, Goblins existed as large tribes or small city-states at that time.
Human society classifies goblins as Monsters because, although they possess their own language, it is relatively primitive and can only simply cover various common things in a goblin settlement: vocabulary such as enemy, food, human, reproduction, sneak attack, attack, escape, no, yes, noble, great, etc.
At the same time, they have not created a systematic written language (like their spoken language). The patterns used by goblin tribes far apart, even when describing the same thing, are all different.
Goblins are generally distributed in the central and eastern parts of the main continent, and goblin settlements exist in mountain forests everywhere. Their excellent reproductive ability leads to them being able to stubbornly exist even in primitive mountain forest areas where wild beasts, Monsters, and Magic Beasts frequently appear, after losing huge numbers. However, according to some Mages, there are no goblins in the forests where elves live; after inquiring about the news, we learned that elves find goblins too noisy and annoying, and generally do not want goblin settlements to approach forests that are naturally balanced and harmonious.
A goblin's height is generally around 0.9 meters to 1.4 meters (influenced by the temperature and food output of the tribal living area; the higher the temperature, the taller the height, and the lower the temperature, the shorter the height; the more food, the taller the height, and the less food, the shorter the height, though some studies believe that settlements facing the threat of powerful Magic Beasts are generally shorter, while settlements in low-threat environments are taller). Goblins are divided into male and female genders; males have a greater advantage in height, strength, and stamina, while females have a greater advantage in survival.
When a goblin settlement encounters danger, it is generally the males who fight, while the females gather food and gestate soldiers. Some Mages and scholars believe that when facing lower threats (within the range that the goblin settlement believes it can handle itself), female goblins will give birth to more males during a certain period to be responsible for dealing with the settlement's threats. In a threat-free state, female goblins will give birth to more females to further strengthen the settlement. As for facing high-threat states, they will choose to give birth to an average number of female and male goblins.
Within the main goblin race, they are further subdivided (according to living environment): Plains Goblin (stronger organizational and learning ability), Mountain Goblin (generally "tall," prefers to plunder other races in large numbers), Forest Goblin (generally higher fertility, messy diet), Swamp Goblin (can swim, can make simple tools, generally has high toxicity resistance), and Wilderness Goblin (can survive with less water, fewer settlements but refined).
A goblin's lifespan is generally 15 to 30 natural years (in a state unaffected by supernatural power). The vast majority of goblins cannot come into contact with supernatural power in their lifetime, but they have a relatively normal receptivity to Divine Power. Some Dwarfs and Beast have their own large goblin settlements under their jurisdiction. The goblin Priests produced (if they can be called that) can cast primary Battle Divine Art for goblin Soldiers organized into legions.
A goblin's Spirit is weak, but not non-existent; a painful, short life will wear away the little Spirit activity after death. After the body dies, the Spirit is very difficult to gather. The weak Spirit also makes it so that after the body dies, it rarely enters the Underworld normally. Events of wandering above the dead corpse, resulting in "resurrection" after death, also rarely happen in goblin settlements.
According to observations, except for powerful goblin Warriors and settlement leaders, most goblins have their bodies crushed after death to feed the rat packs and Mushroom farms kept by the goblins.
A goblin's Spirit has weak plasticity and does not have high compatibility with various natural and supernatural powers, so it is very difficult to be controlled to produce those who manipulate unnatural powers (Priests, Mages, Warlocks, Wizards, etc.). Of course, there will naturally be a very small number of potential manipulators of unnatural power.
Since ancient times, goblins have used settlements as their social entity, and internally it is generally a society of top-down oppression. Interestingly, however, there are no immutable social class relationships within goblin society; after a bottom-level goblin's strength increases, it is very easy to obtain higher-level power and status. This allows them to stubbornly survive in harsh environments and amidst the changes in the power of surrounding races. The upper levels of goblins are mostly male-led, but there is no lack of powerful females leading settlements, while the lower the level, the more female-led it is.
It is estimated that the total number of goblins is now about 600 million, mostly distributed in uninhabited areas within the territories of Dwarfs and Beast. Their numbers are greatly influenced by the main races in these areas, and they are very prone to fluctuations of increase and decrease.
Goblins have no documented long history, even though they frequently appear in the histories of other races with long civilizations.
End of Chapter
