ARCHIVES OF THE DIVIDED CONTINENTS
Volume 4: Inhabitants of Bastion
Inhabitants of Bastion
The surface-dwelling populations of Bastion. They are divided among the major races, non-humanoid and humanoid Noble Creatures, and various lesser races.
The major races, unlike Templars, naturally harbor the 7 Deadly Sins along with good and bad emotions. At age 12, their "Class" awakens first, which permanently limits which elemental affinities (Earth, Water, Wind, Fire) they can subsequently channel.
Inhabitants of Unlighted
The people of Unlighted are known as Shades, a branch of the Domain Creations called Domcreans. They are humanoid. Shades are born with dark skin, ranging from deep brown to black and grey, and the color is random for each child, except for the vampires, whose color is mysteriously inherited through bloodlines. Their cities are filled with noise and movement, built in the style of modern urban Republics, with factories and tall towers.
The Major Races:
Vampires: Vampires live the longest—up to 2,000 years. They are slim, with fangs and light-colored eyes, and the nobles often have the palest skin among Shades. House marks and eye colors set noble lines apart. Vampires are the Corporate Aristocracy of Unlighted, raising powerful beasts and controlling the flow of energy. Their culture prizes speed, efficiency, and beautiful works like stained glass.
Purple Elves: The smartest of all Bastion's peoples, Purple Elves have purple skin, long ears, and tall noses. They love knowledge and medicine, running a Medical Technocracy. Their great fungal networks, called Mycelial Heat-Sinks, glow in the dark and keep their cities warm. Purple Elves can live 1,500 years.
Dynamen: These rivals of the humans are strong and hairy, looking like tall dwarves. Their skill is in heavy industry and engines. With the power of "whittle," they burn body fat for bursts of strength. They live in well-organized, union-led societies, and may reach 500 years of age.
Phantomlimbs: City hunters and spies, Phantomlimbs look human but their arms and legs vanish at night and blend in by day. They are masters of stealth and often rule as military leaders or serve as elite mercenaries. Their lives last up to 500 years.
Dark Beastmen: Fur-covered and marked by animal features, Dark Beastmen are unmatched night jungle hunters who share their world with wild creatures. They thrive in frontier democracies led by hunter guilds, and can live for 500 years.
Tamahos: These are giants with deep voices who carve homes from living trees. They build great wooden fortresses and lead in scattered tribal groups. Tamahos can live up to 700 years.
Goblins: Small and quick, goblins have gills that sense even tiny shifts in air or sound. They are clever and hunt in packs, often running crime networks. With the shortest lives among the Shades (about 200 years), their world moves fast and is always changing.
Inhabitants of Luminos
The people of Luminos are called Mortals, a branch of the Domain Creations known as Domcreans. They are humanoid and each carries their own unique traits. They are born with skin of pale, white, yellow, or tan, chosen by fate. Their cities rise in the style of old empires and kingdoms, shining with grand halls and busy streets.
The Major Races
Humans: Clever and industrious, humans lead all Bastion in machines and invention. Their cities run on Deep Light Refineries, and their lives, though short, are filled with progress and war. Humans live an average of 300 years, but stronger humans can live up to 500 years.
White Elves: With pale skin, long ears, and small noses, White Elves are known for honor and brilliant strategy. They lead armies and nations with sharp minds and live up to 1,500 years.
Dwarves: Short and strong, dwarves are masters of mining, smithing, and building. Their stone cities are guarded with heavy cannons and thick walls. Dwarves live up to 700 years.
Azish: Big and powerful, Azish are master builders. They craft the most beautiful cities and fortresses, living by the rules of Baroque Absolutism. Their lives last up to 1,000 years.
North Azimuths: Commonly with yellow skin and tusks, these northern forest folk are skilled hunters and fortress makers. They follow strict chiefs and live up to 500 years.
South Azimuths: Commonly with tan-skinned and horned, South Azimuths are traders and warriors. They shun walls and armor, marking victories with tattoos. Their lives also reach 500 years.
White Beastmen: Covered in fur, with animal features, White Beastmen are the masters of the sea. Their navy is unmatched, and they live for 500 years.
Inhabitants of Underhaven
Unlike the surface domains of Luminos and Unlighted, Underhaven is a subterranean sanctuary primarily inhabited by the Templars, but it is also home to submissive allied non-humanoid and humanoidNoble Creatures, and various Lesser Races.
The Primary Race: The Templars
The Templars (Special Creations / Pargons / Saints)
The absolute rulers of the subterranean inner continent of Underhaven, specifically created by the Makers to guard the four secondary elements and act as the world police.
Physiology & Appearance:
They look human but are exceptionally tall, boasting a minimum height of 6 feet.They are born with skin color at random, typically independent of parental genetics, though there are cases of bloodline inheritance.They age normally until 25, then remain in their physical prime, with an average lifespan of 2,500 years.
Psychology & Ethics:
Biologically devoid of the 7 Deadly Sins (Evil Emotions), they inherently possess the 7 Heavenly Virtues.They are still prone to "bad emotions" (such as short-lived rage, sadness, and fear) but are immune to long-lasting evil emotions like wrath.
Culture & Daily Life:
Strict adherents to rules; they never intermarry with Domcreans.They are universally trained as warriors, specializing in the martial arts of Escrima (weapons) and Escala (hand-to-hand).Their salute consists of placing a fist on their chest with palms down, bowing slightly, and shouting: " Kruhay!".
Reproduction Constraints:
The Universal Spirit cast a permanent infertility spell on them to prevent subterranean overpopulation.This spell is only lifted for a 19-year window every 200 years, and procreation requires them to be physically inside Underhaven.
Awakening & Magic:
At age 12, they automatically awaken an affinity for both pure Light (Lux) and pure Dark (Murk) energies.They subsequently awaken a specific "Clan" (Major Gift) or "Tribe" (Minor Gift). Those who awaken two distinct clans are revered as "Arch Templars".
The Lesser Races (Fleeting Mortality)
Lesser races primarily inhabit the Intermediate Lands (massive, layered tower-like biomes that act as bridges connecting elevated and basal lands, as well as the surface to Underhaven). They have exceptionally short, human-like lifespans (max 300 years). These races, like the major races, awaken only the 4 elements and not the primordial elements.
Luminos (Light Side) Lesser Races:
Luminos Elementalis: Distinguished by their light-colored eyes.
Lesser Elves: Distinguished primarily by their ears.
Talonians: Equipped with claws and highly developed senses of smell and touch.
Luminos Oratios: Specialized speakers, storytellers, and chroniclers.
Luminos Forgers/Chemiclists: Specialized expert smiths, herbalists, and medicinal experts.
Unlighted (Dark Side) Lesser Races:
Sabers: Humanoids featuring the heads and traits of unique surface creatures.
Shadows: Shapeshifters who can alter their body shape but maintain a distinct, shadow-like appearance.
Lesser Goblins: Day-and-night hunters who are macrosmatic, using a highly developed sensory nose lined with receptors to "see" and map out pitch-black tunnels.
Sprinters: Incredibly fast runners with strong feet, making them the strongest kickers.
Unlighted Oratios & Forgers/Chemiclists: Storytellers, expert smiths, and herbalists for the dark domain.
Underhaven Lesser/Asylum Races (Population inside Underhaven is 700 Million):
Permitted inside Underhaven and are bound to Templar Lords under "Generational Vassalage" through the sacred "Oath of the Ancestral Tether". They work for the Templars and are the backbone of the Templar society because of their ability to use the 4 elements, which the Templars can't. They are usually loyal to their Templar lords and are less susceptible to the 7 deadly emotions. That is why they are permitted inside Underhaven.
Underhaven Elementalis: Humanoids distinguished by heterochromic (both Light and Dark colored) eyes.
Chimeras: Humanoids possessing the face, body, and legs of unique creatures.
Trolls: Noted for extremely fast healing speed, heavily utilized for heavy labor in agricultural rings.
Underhaven Oratios & Forgers/Chemiclists: Subsets that serve as chroniclers, smiths, and medical experts within Underhaven.
Creatures and Animals
Living things, aside from the races, are classified as creatures and animals.
Creature Classifications:
Noble Creatures: The strongest creatures forming tribes/cities (Dragons, Eagles, Griffons).
Unique Creatures: Strong creatures forming packs/groups (Fenrir, Snow Tigers).
Median Creatures: Used as familiars and mounts (Wyverns, Wargs).
Common / Flimsy Creatures: Standard beasts and flimsy creatures hunted purely for materials/potions.
Animals: Raised, hunted, and eaten (Hybrid, Special/Pets, Common).
