World of Animals 2

*World of Animals 2* is a game taking place in an alternate continuity to World of Animals. This is a turn based RPG that has players control a young dragon who's allowed the chance to help a planet grow into a remarkable society.

## Story

For a more detailed description of the story, check out World of Animals 2/Story and World of Animals 2/Story Second Half

The story begins in the radiant **Draconic Gardnes**, brandishing many dragons of various ages, as well as many young ones being monitored by a **pale dragon**. One of them, a bronze creature named **Demiurge**, seems ready to lead a world himself, so the pale dragon manages to set the creation of a world, and set up a few intelligents that the young dragon could interact with. Demiurge is escorted to the planet, at which the pale dragon directs him towards the settlement located within. With these orders, Demiurge sets out to begin his long, long journey.

### Stone Age

#### Early

**Mei 6th - 15th**

Demiurge arrives in **Brosis Plains**, where he can see a fairly archaic village, it boasting tents of hides and a singular log cabin, while several animal people appear to be acting as ferals. Demiurge approaches, and he finds a powerful-looking bee lady at the border of the village. Upon seeing the dragon, and after introducing himself, the bee realizes he's intelligent, and welcomes him in. She introduces herself as **Deonsys**, and welcomes him to the village of **Grutal**. And she's quickly able to introduce him toe the flamboyant peacock, **Arrivar**, though not before catching him trying to teach them the ways of art.

After that, a bit of discussion reveals that two intelligent people are in discussion, while a singular one appears to be out, though he's unfortunately been out for a little long. Deonsys says that she has to complete her work on the perimeter, so she requests the other two to go and check on him. The two rush out, before finding a horned owl named **Gidere** being hounded by wolves. The three of them are able to combine forces and overwhelm the beasts, thus saving Gidere and allowing to bring him to Grutal. As they do, they talk about eating the felled wolves, which Demiurge seems confused about throughout.

Anyway, after that, the group decides to discuss about leadership. Demiurge descended on this world to decide on who'd lead, while the five intelligents were discussing on who'd lead. Demiurge is led into the cabin, where he meets the last two of the intelligent, a mink named **Rugar**, and a rabbit named **Meila**. The five were apparently formerly neanderthals just like the dummies out there, when they received a vision from a strange creature, which the player might recognize as the pale dragon. They were told that they'd be setting up the building blocks of future societies and set up the course of civilization. Unfortunately, they can't each decide on who should be in charge of teaching, as they each have their own wishes towards what the future should look like. This job is left up to the bronze Dragon.

The group works on building up the settlement, visiting the **Wild Lands** for this, and in the meantime, Demiurge is in charge of appointing who leads the neanderthals to their future. Demiurge gets to learn about the general landscape, including large beasts that'd scared the neanderthals into hiding, though they seem to've passed for now. They get to work on the camp, and players get to see the fruits of their labor, either through them working on tents in the place, them forming structures with small stones, them making designs in the soil, them forming crude weaponry, or through shows of empathy.

#### Medium

**Mei 16th - Mei 25th**

Here, the intelligentsia still needs to work on the fencing, on account of some of the neanderthals wandering from the site. Unfortunately, a few have left recently, so the group's tasked with searching for them, bringing them towards the Wild Lands again. On the way, there, they gather wood, while also uncovering their missing friends. On the way, they come to realize a few signs of some dangerous predators in the area.

By the time they uncover the last one, they're about to leave. Unfortunately, their attempt at fleeing is cut short when the predators that'd scared the neanderthals, a **Velociraptor Pack**, suddenly appear to accost the group. They're forced to fight the pack, and eventually come out the better for it. With the beasts down, they're able to return with the neanderthals and with the wood, though the news isn't all happy.

Gidere points out that these beasts had migrated eastwards and seemingly vanished since. It'd been a few years since one of those Monsters appeared before them. Arrivar points out that those neanderthals began to pick up on speech, and might be able to tell them. Deonsys agrees with the plan, and in the meantime will work on the fencing.

### Penultimate

**Mei 26th - Jusis 5th**

The group were able to speak with the neanderthals, who admitted to them why they were scared to the Wild Lands. They saw them peer in from the east and came close, when the creatures suddenly assaulted them. They ran and scattered, and they would've probably gotten eaten if the intelligentsia weren't to've come. Hearing this, Rugar ponders if those Monsters might be coming back... And with that in mind, the party decides that they need to head eastwards to scout for the Monsters. They initially scout the **Uninhabitable Lands**, and find traces of the god-like Monsters. Gidere/Rugar remark that they're quite familiar, and Deonsys/Meila remark that they're far too close to Grutal. And now the mission is clear, attempt to repel the creatures.

Following that, they head through the hill-like, bone-ridden landscape of the Uninhabitable Lands. Throughout, they're forced to battle various Monsters, amongst which includes an **Ankylosaurus**, an **Archaeopteryx**, and a **Pterodactyl**. Throughout, they remark that they're far stronger than those creatures once were, they'll remark the similarities Demiurge has with the winged Monster, and eventually press into the heart of Monster territory.

They approach a cliff-face, where a titan of a beast lays, a ginormous T-Rex that looks capable of tearing its prey apart with single bites. This Monster is referred to as the **Lord of the Land**, and it demonstrates its cruelty by smashing a velociraptor that's failed to bring it sufficient food, its remains left to be gobbled up by Monsters nearby. The group realizes they can't fight the Monster like this, and are unfortunately able to realize that a few of its creatures have motioned it in the direction of the village, indicating that it's preparing to attack it. They realize combat is inevitable, and thus will be forced to prepare.

#### Finale

**Jusis 6th - Jusis 11th**

The group's back at base and are talking about what they've all seen. Rugar explains that the Lord lorded over all creature kind once upon a time, and is a violent Monster that lives for itself and itself alone. Meila remarks that it just eats and eats, friend and foe alike, and it'll go after them now that it knows about them. Demiurge begins to rally them out of their fear, and understanding that they've already done the impossible, they begin to realize that they can actually do something! Deonsys and Meila remark that the people of the village should probably be escorted before the beast comes, which means someone among them will be forced to separate alongside the group while the rest deal with it.

There's a period of free time where players are able to boost their stats and relations a little, but eventually the Lord rears its ugly head. Now the party's forced to face it. Unfortunately though, their fight is for naught. The creature is too powerful, and deals too much damage. They fight and fight, but eventually the beast overpowers them, as well as Demiurge, who endures a painful death...

Eventually, Demiurge wakes, confused. He hears his caretaker and begins to question her, her assuring him that despite how everything feels, he's doing amazing. Civilization has climbed out of the Stone Age and advanced. Demiurge wonders what happened to his friend, only for her to reveal that he'd been "asleep" for 500 years. His friends age and die, and he lives in a world with nobody he knows. Demiurge is shocked, though the pale dragon assures him he's ok, he's already grown. Sure enough, he's gotten bigger during his rest.

The pale dragon assures that his journey's just begun. The modern civilization requires his aid. She motions him onwards, and tells him that he'll have to learn what's happened while he rested.

And from here, the story starts to branch.

* If Gidere has taught the villagers more, go to Survival Era
* If Deonsys has taught the villagers more, go to Construction Era
* If Arrivar has taught the villagers more, go to Art Era
* If Gidere has taught the villagers more, go to Military Era
* If Meila has taught the villagers more, go to Ideology Era

### Survival Era

#### Early

**Jusis 12th - Jusis 23rd**

Demiurge heads out, and finds himself looking on a village of various huts set upon wheels.

## Gameplay

Gameplay is fairly similar to the likes of the Persona series. There are two different states of gameplay: Simulator and Battle.

### Battle

Battles are turn-based, meaning that each fighter in the scene performs their action in a determined order. Each membee in a scene has a set of stats that determines their battle performance. Each member also has a set of skills which allow them to perform various actions in battle.

Each attack deals a specific tyoe of damage, and each character has a specific set of strengths and weaknesses with the following affiliations:

* Nrm - The attack deals normal damage
* Res - The attack's damage is reduced
* Wel - The attack deals more damage and knocks the target down
* Blk - The attack's damage is nullified
* Ref - The damage is instead reflected back at the attacker

### Ailments

Throughout the game, players will frequently have access to status ailments, the likes of which are able to impede the progress of those inflicted.

* Poison - afflicted's damaged at the start of each turn
* Stunned - afflicted can't move next turn
* Confused - afflicted acts randomly
* Sleep - afflicted is unable to act several turns
* Burn - afflicted's damaged each turn, bonus damage from wind attacks
* Frozen - afflicted's unable to act until attacked, where they receive bonus damage
* Smell - afflicted's repelled from the battlefield for a short time
* Omen - afflicted's put on a timer that counts down each turn, before they're struck with powerful damage
* Blind - afflicted's more likely to miss physical attacks
* Silence - afflicted's unable to use skills

While there are skills made solely to inflict ailments, there are certain high level skills and passives that allow elemental attacks and other skills to inflict the ailment.

### Hordes

Sometimes in the game, players encounter Hordes. Hordes are a special kind of enemy, represented as several different enemies grouped together into a single target. Hordes, despite being comprised of multiple enemies, are treated as a single entity that acts twice per turn at least. This means that single target skills will hit multiple "enemies" in the Horde, while multi-targeting skills will hit twice. The more damage a Horde takes, the less enemies appear in the conglomeration. Hordes typically utilize the elemental affinities present in either enemy (If one's Wek to an element and another Res's the same element, then it deals normal damage), and have access to skills present in each of the enemies involved.

## Characters

### Stone Age Party Members

These are individuals hand picked by mc's Caretaker to help them in guiding the civilization. Each are very smart compared to the rest of the population, and are tasked with teaching the citizens. Each teacher, however, has their own ideal to promote.

### Ideology Stage 1 Party Members

* Onah - Onah is a swan woman serving as a guide in the new world, regarded as a sort of Oracle. The word of Meila has appeared in her family line, and with it she enacts her teachings in hopes of keeping mortal-kind on the right path. It is an arduous journey, and grows more and more difficult as less feel willing to follow her. She's organized a safe haven for those that are willing to learn under her, but she needs aid in rounding up the rest of them. Onah wields a rapier, which deals stabbing damage with normal attacks. She is very agile and wields light magic. She may excel in agility, and her physical damage output is pretty good. She also eventually gains access to a spell that allows a target to act twice at once.

* Sherebi - One of a few men that've chosen Onah's safe haven. He doesn't have many other places to go, on account of his family leaving him at the steps of the then under construction haven. Onah helped serve as a bigger sister to him, thankfully, and she helped to make sure he'd be ready to serve the will of Meila and the dragon. He is a lizard that wields a short rod, with which he deals Smash damage with normal attacks. He wields support magic, to the point where his damage pool is very limited.

## Subpages

* World of Animals 2/Story
* World of Animals 2/Party Member Skills
* World of Animals 2/Party Member Animations
* World of Animals 2/Party Member Support