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Original The world of Pathos

Discussion in 'Literature Library' started by LassusVulpes, Apr 14, 2022.

  1. LassusVulpes

    LassusVulpes Eclipse Holder

    THE BIGGEST FLEX
    (Giratina (Origin))
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    Cooler Gary Oak ★★★★★
    *Events here will update as the RP continues. (and for those in said rp, the first post will be up shortly, things are finally done)


    "Hey Scarlet! I found this notebook in that tent. Could come in use." Noah called out of the tent he was pillaging. "Jeez, even after the plane crashed you're still into books of all things?" Scarlet scoffed jokingly. "Oi, books can be interesting, '' Noah muttered. He ran his hand over the leather face of the book. It was torn here and there, running his finger through the pages he felt some missing and torn. "It's damaged, but it seems to have info on this world..."



    - I am Silva, I was sent to this planet in hopes of exploring the new colonies, but it's not gone over well. Nevertheless, I've explored this planet for many, many years and would love to show you some of the many amazing things I've found along the way! Come along and witness the glory of the world of Panthos.


    (*This is a world book for one of my new RP's Forgotten Truth. You do not need to be a part of the RP in order to learn about its world. The longer the world goes on, the bigger this journal will get. *It may also hide some secrets for those in the RP to use to their advantage!* *)




    The world of Pathos was not always inhabited by robots nor humans. It was ruled by things called Gurdovs, some Gurdovs still exist in the world but they are mostly found hiding in caves and ravines. They ran out of their original homes once humans came along. Then those humans lost their place in the food chain when stronger and more dangerous creatures erupted from the surface. I'm still unsure as to why they broke out from their original hiding places, but I speculate that there's something bigger and more dangerous under this world. Once Humans struggled to fight the creatures of Pathos, they went and made robots to fight for them. At first it went well but something changed them. Their circuits fried, pieces missing, the few that were still left functional were trying to break their bodies in the most violent and brutal ways possible. One even managed to break off its arm and stick it through their head as a way of killing itself. Something clearly messed with their heads. Then one day the Eclipse happened, and everything changed.


    The eclipse is what I call it, as it made the sun go completely black not even a ring of the sun could be seen. A large moon covered it, and during that time the robots seemed to awaken. They booted themselves awake, put themselves together before rewiring others to try and do something. It was almost as if given sentience, but we don't know what caused these sudden events from the Eclipse. A young boy ran over to see his old robot was functioning only for the robot to kill said child. The child's blood soaked into the metal of the robot, changing the robot's structure. This started a war between the creatures of Pathos, robots, and humans.


    There was no escape from the fires, the sound, the fighting. All around was never ending fights it could be three robots fighting a Yanf. A human trying to fight a Golofiso. Or even two Trogoths fighting for rulage of the new den.


    Eventually the eclipse ended but the robots stayed the same, but blood didn't infuse in their metal anymore. They took over human colonies in the time they were active, taking humanities part of the food chain once more. These creatures were made for war, and found ways to reproduce themselves with scrap and their natural surroundings. In the largest colony of Detroit they made their first nest. Where robots were made with no sign of stopping, hundreds form an hour. These nests are common as for some reason metal can grow on plants here. It's truly a confusing world, but it has its beauties too.



    The sparse amount of creatures is unlike anything else, we have Golofisos. Which are these massive flying beasts that seem like they can stop even the strongest of gods. The best way of telling if a Golofiso is nearby is the clicking of their bones as they fly. They're boney creatures at first, but can inflate their skin like a puffer fish. Upon inflation it can bounce off even the fastest of attacks almost as if a shield. And for each hit that it takes while inflated will be calculated against. It's highly adaptable in this stage, and will stick in it for as long as it needs to understand it's foe. Upon understanding what it's against it'll swap to offense. It'll deflate allowing for quick movements, typically sticking to walls. It's massive beak is it's main attack. Charging at its foes clacking its beak, making lots of noise. It sounds like a machine gun being shot, a loud clacking sound. It uses its boney shape as a way of barbed wire, the bones are razor sharp cutting anything it touches. However while fast and adaptive, it's easy to kill if you know what to do. You have to ////////////////////////// the rest of the page is scratched out and torn.



    While this world has it's beautiful landscapes it has it's dangerous creatures. So I made a list of characteristics and threats in the following pages to come as a way of helping any explorer who finds this journal.


    Evgeth - Harmless *in most cases*. These creatures will try not to cause harm, and some typically hide from human contact. There's been only a few cases of an Evgeth creature causing harm and those were in acts of defense. Those who do not hide from humans attempt to try and help them. Curious, helpful, and reliable. We've used a few for experimentation against other class types as a way of testing their strengths. While brutal, it must be done for the sake of humanity.


    Yogoth - Territorial, but other than that harmless. These creatures will fight if you get close to their homes and hunt for their food. If hungry they will get more and more aggressive but they typically do not like the taste of human flesh. They'll fight you if you get close to their kin or habitats. Most ward their habitats with some mark or scent, if you're mindful of that you should be safe. Some are really strong so don't go poking them with sticks.


    Rodov - Hunters. These creatures will go and hunt in packs typically like wolves. They only hunt for food and will do what they can for survival. They're dangerous and should never be taken alone. Some may not be able to overpower you with one, but these types of creatures live in mass packs and will widdle down even the greatest of hunters. They're useful for gathering mass resources and fighting larger threats. Some are docile if fed, and can even be bribed to help fight. The difference between a Yogoth and Rodov is that a Yogoth does not go out to hunt constantly, and will only bring the needed materials for survival for a while. A Rodov class will go great distances away from their nest for food. They'll bring said food back to their nests and dens to feed the young and then go back out hunting.


    Terestal - Devils. These creatures go and kill for sport, they do not need to eat typically. They kill and fight for their amusement, even going after Alpha classed creatures. They sometimes fight in packs such as the Groven, but some fight solo. These are creatures that can break apart a plan if not taken into account. Groven are typically the sight you'd see during these cases. Coming in just for amusement. This is why mass fire power in one area is not enough. The only thing they're good for is attempts to kill an Alpha creature without having to use resources.


    Alpha - Gods. Alpha creatures are ones you do not wish to fight. They can be classified as god creatures, able to alter the world to their benefit. Bring life to things, and worst of all do it without even raising a finger. They're well trained in combat and make even the strongest of hunters struggle in combat. It's best to fight in large numbers of skilled hunters, only one person has ever killed an Alpha solo. Their use is the resources they grant, their bodies make the strongest weapons and armor you can make. ***DO NOT FIGHT, IF NOT PREPARED! YOU WILL DIE A HORRIFIC DEATH*** These creatures ward off areas that have plenty of resources and creatures that have yet to be seen on the surface


    Refoth - /////////////////////////////////////// It's scratched out. With the words "Never engage" legible.


    - Yovo

    Small, cute, and great eyes. Yovo's are small feline-like creatures with two sets of eyes. With their four eyes they have great visual senses and can see things humans cannot. And are able to see things in the dark. A Evgeth class, they're harmless besides the occasional scratch or two.


    They prefer to stick closer to humans much like a dog would, but with its feline reflexes it can dodge and jump in small places. Unlike most cats, it always lands on its face no matter how far you drop it. Their most useful trait is visual senses, able to see creatures such as Poltos before any human could ever dream of. It's wise to bring at least two along when journeying to the Vilisgos. In the event one goes insane and attacks party members, while it may be a small threat it's still wise to take care of the Yovo. In this event a quick flash of bright light will suppress it, allowing for anyone to tie its legs together, and placing it in a cage for transport.


    In normal daylight the Yovo closes its upper two eyes, and in certain cases closes the bottom ones while the top eyes are left open. We don't know why, and do not know the difference in their eyes. To be researched.


    Yovo's are also known as the brings well cat, with their great vision they can see small tracks of small creatures, and even shifts in the dirt of burrowing. Bring one along with you while trying to hunt, and or general survivability. The ability of being able to tell if a creature is burrowed is valuable in the world of Pathos.


    - Felesor

    Feisty brats that deserve the death sentence. Felesor are small bee-like creatures that have three stingers, two of which can be shot out and regrow in a spiral-like pattern. Takes roughly three minutes for a healthy one to regenerate their stingers. Their middle stinger is their strongest and their only melee attack, upon being stung the smell attracts more Felesor. A Yogoth class. If you do not go near their nests they'll leave you be.


    Felesor are a special breed, they like to play dead after you hit them enough. If you're not experienced in combat you'll have a hard time killing them. They attack in swarms as their class indicates. Unlike normal bees however, they're able to submerge into liquids to hunt you down. Their only use is their venom. It's able to make potent gasses that will impacitate most people. The way to extract said venom is a pain in the ass, while their venom will not affect you typically when being stung. If stung six times the venom will take effect and you'll be impacitated.


    The way to extract the venom is to harvest it from the hives. In their hives they have pods that contain the venom. It's wise to bring these on hunts that have agile creatures that need to be put to sleep to deliver strong hits.


    If swarmed by Felesor use ////////////////////////////////////////////// this will destroy their stingers leaving them impacitated allowing you to kill them.


    - Trogoth

    Stilt legs as I nicknamed them. They're tall creatures, but their legs are so stiff it's like they're walking on stilts. They hunt in packs leaving them in the Rodov class. While tall they can get close to the ground in order to chase their prey. The Trogoths legs can snap in half and act as a claw of sorts. If they need to catch up with something quickly they'll snap all their legs and move much like an ant. Grabbing onto trees and pushing off at fast speeds. ontop its head is a boulder looking like the shape of a skull. underneath the boulder lies its horrible truth.


    30 teeth ready to puncture through anything, including steel. They can pop off their heads being held by a long rope like substance that doesn't break nor snap easily and fling their heads around like flails. If enraged or in hunt they will use as many tactics as they can to swarm their foe. Cutting off their prey's path with the speed of their heads, and the claw-like machinery of their legs.


    in the event that you are being chased by a Trogoth use ////////////////////// then ///////////////////////////


    Trogoths are useful for //////////////////////


    - Groven

    AVOID AT ALL COSTS


    These creatures are far more dangerous than Robots or Humans will ever be. They release a toxic gas called Hubock through their skin. Upon breathing in this gas will make anyone feel weaker, their skin will crawl and their body temperature will drop. The Groven is a Terestal threat, able to kill parties in a quick matter. They do not kill for territory, nor do they kill for food. They kill for the fun of it, they have no use for eating. They're undead creatures that should not be messed with. In the event that you run into a pack, run. If running is not a choice ///////////////////////////////////////////////


    The Groven bring along with them a lot of creatures. Creatures of death and carnage.


    Hugoth gas has no smell and is invisible. Jobos are able to sense it very lightly.


    Groven appear if a fight is getting too chaotic, they thrive off the smell of death and will form from the shadows of combat. I've yet to see how they actually come into shape, and just appear. Their main use is acting like Piranhas, if you have a foe that is too tough and you wish to gamble. Kill a few men and let the Groven come, they will attack anything and everything.


    They don't just use gas as a weapon, and they do not use the creatures around them. They break their arms and ////////////////////////////////////


    - Twin Fisced.

    AVOID AT ALL COSTS


    Upon the sight of a Twin Fisced get away from the area, whatever is there is not important. When a Twin Fisced is arriving in an area means only bad luck. They are the sign that Hubock gas is in the air, a gas that is released by the Groven. The Twin Fisced is a Terestal threat. They are fox-like creatures that are combined by the neck with an umbilical cord. They share one anothers blood to attack those in their path. In the event that one is killed the other will enrage. In an enraged state they will grow in size and the umbilical cord will spray with a strong acid. The Fisced will shoot acid out of its mouth at the ground to cut off passages to go for the kill. Their claws are sharp and able to cut through brick with ease.


    Once Groven enters the fight as well any party will be out numbered and it's best to just run. Twin Fisced are best to just be left alone with and not to kill. As the threat of an enraged Fisced goes up to an Alpha class. If you must kill one, target the female Fisced. A male fisced once its mate dies will stay alone for the rest of its life, while the female will try and find a partner as quickly as it can.


    - Yanf


    Hounds. A Rodov class, they show wolf-like appearances with thick pelt acting as cushioning from blunt damage. They're hard to fight due to their numbers, in the event that you are surrounded by Yanf use loud noises. The noise will stun any that hear it, and can be used to deal with them in large numbers if loud enough. Yanf are very territorial, but go on mass hunts for supplies. While the warriors go out to hunt the females and children stay back at the den to guard it. Unlike most creatures the females are much stronger than the males, able to pounce greater distances and mane any creature. The reason they're used as defense for the den rather than the males, is they rely more on their dens than the hunt. One female is the leader of each hunting pack, they hunt for days before returning. That is why each day one party comes in and at dawn the next party leaves. Keeping a supply chain in and out, and as the young mature they follow the hunting packs that aren't going as far to experience the thrill of the hunt.


    Yanf can be tamed, but it is not an easy feat. They have a great sense of hearing and can pick up small noises such as the drop of a pin. They can pick up movement of a creature with ease and pin them down.


    In the event where you cannot create a loud noise, hide, stop breathing, don't move. Make no noise.



    -



    Those are some of MANY creatures that adventurers will sight during this wonderful world of Pathos. While they seem all dark and gloomy, wishing for only death. There's some calm and peace to this world. The sparse landscapes are a great example of that.


    As I did for the creatures, I made a threat chart for the lands as well.


    Kolv - Peaceful lands, typically with just Evgeth and Yogoth classes, with maybe a Rodov class walking in here and there, but not much to worry about. Not many useful resources lay here though. The villages in these lands do not have as good a thrive as those in the more dangerous lands. But there is the occasional glimpse of greatness, and one city can thrive. The reason for settling here is for safety, the elderly typically come out here to hide away from the chaos of the chaotic lands. The lands are flat allowing for quick travel, not requiring much dexterity nor climbing skills.


    Pros :

    Not much threat

    Calming scenery

    A great breath of fresh air

    Easy going


    Cons :

    Not many resources

    Not easy to find good loot

    Food is not very large, small snacks.

    -


    Borthos - Average lands, where you'll spend most of your time. Almost each class of creature is here, minus Refoth. The Alephs are here, but they're not going to be in your way. There's some resources but it's not very plentiful. But you can find the occasional hot spot of goods. The villages here are calm and relaxing with good markets. However they're not very well run in some cases. If a Terestal creature comes up they become abandoned and run over by the creatures. The reason for settling here is the okay supplies, the creatures are manageable for the most part. The cities give good deals on resources. The landscape is not the best however, it's uneven and bumpy. With the Alephs you have to be Wary where you go.


    Pros:

    Good cities

    Okay Resources

    Average life, not much things to challenge you if you're prepared

    Homes of diverse amounts of creatures, allowing for easier farming and food gathering


    Cons:

    Cities are easily abandoned if a Terestal creature arrives

    The terrain makes it harder for carts to triverse

    Large


    Mogos- Difficult regions where Evgeth creatures fear. No Evgeth creatures will live in these lands and unless tamed will not enter. The resources are plentiful and rewarding, but not many cities and villages habit these areas. The most common land rated a Mogos are deep forested lands. The reason to come to these lands are for the vast resources. But the strength of the creatures can overpower you. The creatures that live in these areas are meant for death. Do not enter these lands alone if you do not wish to die.


    Pros:

    Lots of loot

    The resources are rich and plentiful

    Good for when you're strong so you can harvest harder to come by resources from animals.


    Cons:

    Difficult

    Unforgiving

    No Evgeth creatures means less easy to come by meat.

    Lots of Terestal and Rodov classes

    Home of many dens, hives, nests.

    Low village count

    The terrain is hard to triverse taking more time


    Lotos- The hardest regions, filled with Aleph and Terestal creatures. Even Rodov class creatures do not enter these lands. They're the harshest terrain, long spiky mountains, ravines, large holes. It's said that the god Lotos died in one of these regions, giving it the regions threat levels name. Lotos was the god of war, and got taken down by the creatures of the land. The only reason to come here, is to try and find relics of the past of the lands. But even then it's not gonna be easy. You can't stealth in these lands as well due to the terrain crumbling as you walk making a lot of noise.


    Pros:

    Lore

    The best loot out of any lands


    Cons:

    No Villages

    DEATH

    No easy creatures to kill for food

    Due to the harsh lands many things do not grow

    Harsh terrain requiring insane strengths

    Very dangerous creatures


    -


    The Vilisgos


    Borthos lands, a sparse desert that spans for a while. Habited by many creatures that burrow under the sands. Loot from those who died previously all around. Typically weak but still loot. Has two cities, one is a large capital while the other is a thieves market. Any stolen goods can be sold in this city. Not much water. The berries that grow here can be ///////////.


    Tervogs


    Kolv region. A calm forest with not many creatures. Few robot outposts but not much. There's a village near the borders of it, and not very accessible. Best to get out as quickly as you can.
    -
    “Huh?” Noah spoke to himself. “It seems like the pages stop here… Guess i’ll have to start filling them out from here”

    “Oi Noah, do you ever get the feeling that a duck is always watching you..?” Scarlet asked.



    -*-
     
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