Codex Silverhold

When the Rupture opened and conventional weapons failed against elementally-charged monsters, humanity faced extinction. Those who survived learned a brutal truth: only creature-derived materials could reliably harm creatures. Everything changed. Technology rebuilt itself around this reality, creating a new industrial revolution forged in desperation and blood.

The Discovery

Week One: Conventional firearms, explosives, and military hardware proved largely ineffective. Bullets bounced off elemental auras. Missiles detonated harmlessly against stone-skin. Even when physical damage occurred, creatures regenerated at impossible speeds.

Week Two: A desperate soldier killed a Fire-type creature with a piece of rebar torn from ruins—rebar that had been fused with creature materials during the monster's rampage. The improvised weapon cut through elemental aura like it wasn't there.

Week Three: Researchers confirmed the pattern. Materials infused with elemental energy could bypass elemental defenses. Harvested creature parts could be forged into weapons, armor, and tools that worked where human technology failed.

The Shift: Humanity had its answer. To fight monsters, you needed to harvest monsters. The cycle began: kill creatures, harvest materials, forge better weapons, kill stronger creatures.

Creature Materials and Harvesting

Material Properties

Every part of a slain creature has potential use, though quality varies by origin:

Origin affects quality:

  • Rift-born materials: Purest elemental charge, highest quality, most valuable
  • Natural-born materials: Strong elemental charge, slightly less pure, still premium
  • Infused materials: Weaker elemental charge, impurities from original Earth biology, but abundant

Core Materials (primary harvests):

  • Elemental cores: Concentrated energy, power sources
  • Scales/hide: Armor plating, protective gear
  • Claws/fangs/horns: Weapon components, cutting edges
  • Bones: Framework for weapons and armor
  • Blood/ichor: Alchemical components, enhancement fluids

Secondary Materials:

  • Eyes: Sensor components, detection gear
  • Organs: Medical research, specialized tools
  • Venom/poison: Weapon coatings, antidotes
  • Feathers/fur: Insulation, stealth materials

Element-specific traits:

  • Sun materials: Emit heat, generate light, volatile
  • Earth materials: Incredibly durable, heavy, stable
  • Moon materials: Light-absorbing, enhance stealth, unstable
  • Ocean materials: Adaptive, flexible, corrosion-resistant
  • Sky materials: Lightweight, conduct electricity, fragile
  • Nature materials: Self-repairing, organic, biodegradable

Material Quality by Rank

Monster rank directly affects material quality:

F-rank materials:

  • Weak elemental charge
  • Basic equipment only
  • Degrades quickly
  • Cheap and common
  • Most F-rank materials now come from infused creatures

E-rank materials:

  • Moderate elemental charge
  • Standard hunter equipment
  • Reasonable durability
  • Affordable for new hunters

D-rank materials:

  • Strong elemental charge
  • Quality professional gear
  • Good durability
  • Industry standard

C-rank materials:

  • Very strong elemental charge
  • Premium equipment
  • Excellent durability
  • Expensive but worth it

B-rank materials:

  • Exceptional elemental charge
  • Elite-grade equipment
  • Near-indestructible
  • Extremely expensive

A-rank materials:

  • Legendary elemental charge
  • Master-crafted equipment
  • Permanent durability
  • Worth fortunes

S-rank materials:

  • Reality-bending properties
  • Unique equipment with impossible abilities
  • Literally priceless
  • Fewer than 100 items exist globally
  • Exclusively rift-born; no natural-born or infused creature has reached S-rank

Harvesting Process

In the field:

  1. Confirm kill (creatures can fake death)
  2. Extract elemental core immediately (degrades within 30 minutes)
  3. Remove primary materials (scales, claws, etc.)
  4. Tag carcass for guild retrieval team
  5. Transport high-value materials personally

Professional processing:

  • Guild harvesting teams retrieve tagged carcasses
  • Expert butchers extract secondary materials
  • Everything usable gets catalogued and valued
  • Hunters receive payment for harvested materials
  • Guild takes percentage, sells remainder

Material degradation:

  • Fresh materials most valuable
  • Elemental charge fades over time if not processed
  • Proper storage extends viability
  • Some materials must be used within hours
  • Ancient creature remains worthless (charge gone)

Weapons Technology

Melee Weapons

Most hunters rely on melee weapons for several reasons:

  • Direct contact with creature materials most effective
  • Firearms still require elemental ammunition (expensive)
  • Close combat allows precise harvesting
  • Elemental cores positioned near vital areas

Weapon Types:

Blades (swords, daggers, knives)

  • Most common hunter weapon
  • Creature bone/fang forged into edge
  • Elemental core in pommel or guard
  • Element determines special properties
  • Maintenance: regular sharpening, core recharging

Polearms (spears, glaives, halberds)

  • Extended reach, defensive capability
  • Creature bone shaft with claw/horn tip
  • Allows safe engagement of larger monsters
  • Popular for team formations
  • Maintenance: shaft integrity, tip sharpness

Heavy Weapons (axes, hammers, greatswords)

  • High damage, requires strength
  • Dense creature bone/scale construction
  • Effective against armored monsters
  • Slower but devastating
  • Maintenance: weight distribution, impact stress

Dual Weapons (paired daggers, twin swords)

  • Speed and precision over power
  • Lighter materials, often Sky-element
  • Requires high skill to use effectively
  • Popular with agility-focused hunters
  • Maintenance: balance matching, synchronized charging

Exotic Weapons (whips, chains, gauntlets)

  • Specialized usage, unique techniques
  • Often incorporate multiple creature types
  • Requires specific training
  • Rare but effective in right hands
  • Maintenance: complex, specialist required

Ranged Weapons

Less common but valuable for specific situations:

Bows and Crossbows:

  • Arrows/bolts tipped with creature materials
  • String infused with Sky-element for power
  • Silent, precise, good for Moon-type hunters
  • Ammunition expensive
  • Maintenance: string tension, limb stress

Firearms (modified):

  • Conventional firearms retrofitted
  • Elemental-charged ammunition required
  • Loud, draws attention
  • Good for suppression fire
  • Maintenance: barrel stress from elemental rounds, jamming

Throwables (kunai, shuriken, bombs):

  • Creature material projectiles
  • One-use items, costly
  • Strategic deployment only
  • Effective for hit-and-run tactics
  • Maintenance: storage stability, elemental decay

Weapon Crafting

Process:

  1. Design based on hunter style and monster type
  2. Select appropriate creature materials
  3. Forge/craft base weapon
  4. Infuse elemental core
  5. Balance and test
  6. Ongoing maintenance and upgrades

Crafters:

  • Guild-employed master crafters
  • Independent smiths (expensive but talented)
  • Specialized elemental crafters
  • Each crafter has signature style
  • Best crafters have waiting lists

Cost:

  • Basic E-rank weapon: 5,000-10,000 credits
  • Quality D-rank weapon: 20,000-50,000 credits
  • Premium C-rank weapon: 100,000-300,000 credits
  • Elite B-rank weapon: 500,000+ credits
  • A-rank weapon: Custom pricing, often millions
  • S-rank weapon: Priceless heirlooms

Customization:

  • Hunters often use same weapon for years
  • Upgrades replace components as better materials acquired
  • Personal modifications reflect fighting style
  • Named weapons for legendary hunters
  • Weapons passed down to students/heirs

Armor and Protection

Armor Types

Light Armor:

  • Creature hide/scales, minimal coverage
  • Focuses on mobility over protection
  • Popular with scouts, speed-focused hunters
  • Protects vital areas only
  • Cost: 10,000-100,000 credits depending on rank

Medium Armor:

  • Balanced protection and mobility
  • Layered scales or reinforced hide
  • Standard for most hunters
  • Full torso coverage, joint protection
  • Cost: 30,000-300,000 credits depending on rank

Heavy Armor:

  • Maximum protection, reduced mobility
  • Creature bone/shell plating
  • Tank hunters, formation fighters
  • Nearly impenetrable to lower-rank monsters
  • Cost: 100,000-1,000,000 credits depending on rank

Armor Properties by Element

Sun-element armor:

  • Heat resistant, glows faintly
  • Intimidation factor
  • Vulnerable to water/cold
  • Popular for aggressive fighters

Earth-element armor:

  • Heaviest, most durable
  • Slow but nearly indestructible
  • Weak to erosion/acid
  • Standard for defensive roles

Moon-element armor:

  • Light-absorbing, stealth bonus
  • Lightweight, flexible
  • Weak structural integrity
  • Assassin and scout preference

Ocean-element armor:

  • Adaptive, self-repairing slowly
  • Water-resistant
  • Vulnerable to extreme temperature
  • Versatile all-around choice

Sky-element armor:

  • Lightest, maximum mobility
  • Electricity-resistant
  • Fragile under sustained attack
  • Speed-build hunters only

Nature-element armor:

  • Living armor, regenerates damage
  • Comfortable, grows with wearer
  • Fire vulnerability
  • Rare, requires constant care

Specialized Gear

Detection Equipment:

  • Elemental sensors using monster eyes/organs
  • Track creature signatures
  • Warning systems for ambush
  • Range based on component quality

Climbing Gear:

  • Claws for grip, lightweight materials
  • Essential for Sky-type hunting
  • Allows vertical combat
  • Failure means death

Survival Equipment:

  • Tents reinforced with creature hide
  • Water purification using Nature-element organs
  • Emergency medical supplies with creature-derived healing
  • Rations preserved in elemental containers

Communication Devices:

  • Radios powered by elemental cores
  • Range limited by core quality
  • Encrypted using elemental frequencies
  • Vulnerable to interference from high-rank monsters

City Infrastructure

The Walls

Fortress walls represent humanity's greatest engineering achievement post-Rupture:

Construction:

  • 30-50 meters high, 10-20 meters thick
  • Reinforced concrete base
  • Creature materials integrated throughout
  • Earth-element cores for structural integrity
  • Self-repairing in sections with Nature-element infusion

Defensive Systems:

  • Mounted weapons along battlements
  • Elemental detection grids
  • Emergency response stations
  • Overlapping kill zones
  • Backup wall sections for breach scenarios

Maintenance:

  • Constant repairs from monster attacks
  • Elemental core replacement quarterly
  • Damage assessment daily
  • Testing protocols weekly
  • Entire city economy partially built around wall maintenance

Power Generation

Elemental cores replaced fossil fuels:

  • Large cores from C-rank and above monsters
  • Generate power through controlled elemental release
  • Different elements for different applications
  • Requires skilled technicians to maintain
  • Core depletion necessitates constant hunting

Applications:

  • City power grids
  • Manufacturing facilities
  • Water purification
  • Climate control in sealed sections
  • Communication networks

Limitations:

  • Cores eventually deplete (weeks to months depending on size)
  • Unstable cores can explode
  • Element compatibility issues
  • Expensive to maintain
  • Cities compete for high-quality cores

Transportation

Within Cities:

  • Electric vehicles powered by elemental cores
  • Public transit systems
  • Mostly pedestrian (conserve resources)

Between Cities:

  • Armored convoys with hunter escorts
  • Sky-element vehicles for wealthy (risky, expensive)
  • Ocean routes for coastal cities (monster-infested)
  • Trade caravans as primary goods transport
  • Travel is dangerous; most people never leave their birth city

Manufacturing

Pre-Rupture industries mostly collapsed:

  • Traditional manufacturing impossible (resources cut off)
  • Factory districts converted to processing centers
  • Automation reduced (power too valuable)

Post-Rupture industries emerged:

  • Creature material processing plants
  • Weapon and armor forges
  • Elemental core refineries
  • Repair shops for hunter equipment
  • Research facilities studying monster biology

Economic shift:

  • Hunter-related industries dominate
  • Traditional goods luxury items
  • Recycling and salvage crucial
  • Everything more expensive
  • Resource scarcity constant

Medical Technology

Creature-Derived Medicine

Monster materials revolutionized medicine:

Healing salves:

  • Nature-element organs processed into regenerative compounds
  • Accelerate healing 5-10x normal rate
  • Expensive but life-saving
  • Guild benefits often cover costs
  • Black market for civilian access

Antidotes and antitoxins:

  • Created from monster venoms/poisons
  • Element-specific treatments
  • Must match poison type or ineffective
  • Hunters carry relevant antidotes for their contracts
  • Shelf life limited

Surgical enhancements:

  • Monster bone grafts for severe injuries
  • Elemental infusions for chronic conditions
  • Experimental and risky
  • Only for wealthy or critical hunters
  • Side effects poorly understood

Prosthetics:

  • Lost limbs replaced with creature-material prosthetics
  • Elemental cores provide motor function
  • Better than pre-Rupture prosthetics
  • Expensive ongoing maintenance
  • Some hunters prefer loss over cyborg status

Combat Medicine

Field treatment:

  • Emergency healing salves
  • Tourniquets using Ocean-element materials (self-tightening)
  • Portable defibrillators powered by Sky-element cores
  • Pain suppressants from processed monster organs

Guild medical facilities:

  • Trauma centers specialized in creature injuries
  • Element-specific treatment wings
  • Staff experienced with monster-inflicted wounds
  • Subsidized for guild members
  • Civilians pay premium rates

Recovery rates:

  • Minor injuries: days instead of weeks
  • Major injuries: weeks instead of months
  • Critical injuries: survival possible where death was certain
  • Psychological trauma: no creature-based cure exists

Research and Development

Academic Institutions

Universities and research centers study monster biology, elemental theory, and technological applications:

Areas of study:

  • Creature evolution and behavior
  • Elemental energy properties
  • Material science and applications
  • Rift phenomena and gate theory
  • Bond research (often classified/suppressed)

Challenges:

  • Live specimens dangerous to acquire
  • Funding tied to military applications
  • Political pressure to suppress certain findings
  • Researcher mortality rate concerning
  • Ethical debates about experimentation

Cutting-Edge Development

Current projects (various institutions):

  • Synthetic elemental cores (reduce hunting dependency)
  • Rift closure technology (theoretical)
  • Bonding replication (controversial, mostly secret)
  • Creature communication attempts
  • Elemental hybrid materials
  • S-rank material applications (when available)

Breakthrough potential:

  • Self-sustaining power sources
  • Impenetrable defenses
  • Offensive weapons matching A-rank monsters
  • Reclaiming the Wilds
  • Understanding the Rupture's cause

Obstacles:

  • Limited funding (survival takes priority)
  • Dangerous research conditions
  • Missing pre-Rupture scientific infrastructure
  • Brain drain (researchers become hunters for better pay)
  • Suppression of politically inconvenient findings

The Black Market

Where there's scarcity and desperation, illegal trade flourishes:

Common black market goods:

  • Stolen creature materials
  • Falsely-graded weapons/armor
  • Unlicensed healing salves
  • Illegal elemental cores
  • Restricted research
  • Bonded creature information

Prices:

  • Premium over legal markets (50-200% markup)
  • Quality unreliable
  • No recourse if cheated
  • Risk of execution if caught

Who uses it:

  • Guildless hunters
  • Desperate civilians
  • Bonded hunters hiding partners
  • Criminals and gangs
  • Those city authorities won't help

The Economic Reality

Everything costs more post-Rupture:

  • 90% population loss reduced labor force
  • Resource scarcity from isolation
  • Constant military spending on defense
  • Creature materials expensive to acquire
  • Technology dependent on dangerous hunting

Result: Vast wealth inequality

  • Elite hunters are millionaires
  • Skilled workers live comfortably
  • Average civilians scrape by
  • Failed hunters and unemployed struggle
  • Children orphaned by Rupture face poverty

The technology exists to survive. Barely. Whether humanity can thrive again—that question remains unanswered.

The Future

Five years in, humanity has stabilized. The walls hold. Hunters grow more skilled. Technology improves incrementally.

But the creatures keep coming. The rifts don't close. The Wilds don't shrink.

Every technological advance comes from harvested monsters. Every weapon requires killing. Every improvement demands blood.

Humanity survives by becoming predators ourselves.

Maybe that's the price of survival.

Maybe we had no choice.

Maybe we're becoming monsters too.


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