Level 1 to Apex: My Monster Templates Defy Reality!
Chapter 78: The game creature factions

Chapter 78: The game creature factions

Forsyx remembered there were a lot of theories regarding the start of the Apex game world in his past life.

The most famous one among them was about these wild zones.

Basically, according to that theory, most of the inlanders in the game world had, at some point, come here through these wild zones.

It’s just that the species living in the game world were so weak that they were unable to stop the wild zone’s growth.

At some point, those wild zones expanded so much that entire invading species came to the game world permanently, destroying the space cracks.

This was a widely accepted theory because of how different species use the same mana in different ways.

According to this whole theory, the game land went through a series of wild zone invasions.

The first to invade were mid-sized creatures; they became the inlanders and thrived in the game world, but then some big-sized creatures invaded the land.

They hunted the inlanders of that time and replaced them.

This cycle repeated at the mass scale, where the invaders entered and replaced the inlanders.

Eventually, intelligent humanoid creatures arrived, and this invasion sort of reached an equilibrium.

Here, the humanoid inlanders were strong enough to withstand all the invasions happening around the game world.

Though it wasn’t like they completely succeeded, as the first server had angels and demons, while the third server was full of massive beasts, and even the fourth server had dragon kin and giants.

These creatures were said to be next-stage beings who managed to carve out their place inside the game.

The only thing restricting these guys from taking over was their low numbers and slow fertility rates.

The wild zone method might have worked in the past, but after the equilibrium, it was easily controlled.

The one method that achieved massive success after the equilibrium was the second method of Dungeon Invasion.

This method created the second layer of inlanders—the likes of monster monarchs who controlled the game world from the shadows.

Dungeons were more like a seed of a single species’ civilization that was planted inside the game world itself.

It was a more hidden method of invasion, as dungeons provided a safe and stable environment for the species to thrive.

All the dungeons were built around a single being: the Dungeon Master.

It was in their hands to decide how to evolve and promote their species.

They got this dungeon space, where time flowed much faster than in the game world.

There, they slowly nurtured their species in whatever direction they wanted.

The longer a dungeon remained undiscovered, the more powerful the creatures inside the dungeon became.

But there was a limit to this, as after reaching a certain stage, the dungeon would start to lack resources.

Then these creatures would have to go out and take resources from the game land to further upgrade their dungeon.

The biggest upside of these dungeons was that them having this special space connected to the dungeon, where time flowed much faster.

It was kind of like his lab space, but there, time flowed much faster. An hour in the game world would be a month or more inside those spaces, depending on the dungeon’s advancement.

Basically, the Dungeon Masters used these spaces to nurture the creatures to protect their dungeons.

There were multiple restrictions on this space.

The few he knew were restrictions on the number of creatures who could come out of the space, then once a creature came out, it could not enter back, and so on.

Actually, there was a monster-bonded player in the past who somehow got a Dungeon Master class.

He failed miserably in managing his dungeon, but in anger, he revealed a bunch of stuff to the public.

Too bad that guy died the next day.

Well, even though dungeons were a superior method compared to wild zones, the biggest downside to this method was that all creatures born inside the dungeon were connected to the dungeon core.

If someone were able to conquer and destroy the dungeon core, then all of them would die alongside the dungeon.

So they had to protect their dungeon at all costs.

This was the reason the strong Dungeon Masters—like the harpy dungeon master, the Wing Monarch—would form pacts with NPC royal families.

On one hand, Dungeon Masters controlled the expansion of the wild zone; in return, the NPC factions would protect the harpy dungeon from the outside.

A Dungeon Master wouldn’t tolerate another dungeon inside their area of control.

This was why, in most cases, discovering a dungeon was a very big deal.

You received rewards from both the ruling royal families and the monster monarchs.

Even the rewards for conquering these dungeons were massive, but in every country, not everyone supported the royal families.

There were those who wanted to replace them, and for that, they funded and supported these publicly hidden dungeons.

Even though there were two dominant factions of invaders and inlanders based on where they came from.

But there were many small cross-factions who, though they opposed other invaders, still wanted to have their own supported invader enter the game world.

Like in this case, a rebel would support another dungeon invader, while the royals supported the Wing Monarch, who was a semi-invader.

The presence of dungeons blurred the line between invaders and inlanders.

The presence of a dungeon was also considered the next stage of invasion, as it defined the political boundaries of the game land.

The Rowali Kingdom and a few other kingdoms around it all had humans as the main inlanders.

But they were different countries because of the presence of different dungeon monarchs.

The power these monarchs held most of the time would decide the size of a country.

As the power of the Wing Monarch was much lower, that’s why the Rowali Kingdom was just a small kingdom at the edge of the sixth server map.

Most of the dungeon invasions would decide the kingdom boundaries, barring the one single exception of the Red Dragon Dungeon on the fourth server.

That dungeon was so powerful that it created a massive empire around itself that expanded up to half of the server map.

Now, coming to the last method, the Tower Descent.

Unlike wild zone invasion and dungeon invasion, the Tower Descent was more of a multi-species descent.

The concept was similar to dungeons, as towers had a Tower Master.

It’s just that each floor of the towers also had a Floor Master, who, in most cases, was from a different species.

You could say Tower Invasion was more like a group of species coming together under the Tower Master to invade the game land.

All he knew about these towers was that they were limited in number and prone to self-destruction for some reason.

But upon a successful descent, if dungeons created small kingdoms, then towers had the power to create massive empires.

All three empires in the sixth server were built around these towers.

Towers further blur the line between the inlander and invader, but then there was the third faction.

The faction that was opposed by both inlanders and invaders.

The faction of the Ancient Creatures.

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