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Tale of Diep (ToD) is no longer under active development as a derivative of Diep.io and remains here as an archive, though spin-offs such as The Extended Tale of Diep remain active. For info on the successor to Tale of Diep, now an independent work called "A Tale Where Nothing Matters", visit its Discord server here.

We did not know where these marvels to evolution and power came from for quite a long time. When we first developed enough mental capacity to understand their use and to strengthen ourselves, we had gone on a mad hunt to farm them. And no matter how much we destroyed they would be reborn in a blink. They come in many shapes and sizes, with varying energy boosts between them, but they share one common trait - a creator. One that isn't Panzer. And she despises us with a burning hate. At every chance she can get, the Polygon Mother would, will, and won't stop attacking us until we are brought to ruin. Whether they live or not, we do not know, but one thing is certain: The Polygons are ours, and as we've shown, not even their own creator can stop us. - a record from within The Sanctuary.


Polygons are one of the four main factions of the The Tale of Diep. The other three are the Tank Empire, Cult of Panzer, and the Fallen. The Polygons are possibly the most wide-spread species in the game. Polygons pose a secondary threat within the game and often are the first encountered enemies to be fought. They are referred to as their whole species, rather than being titled like "Fallen" or "Cult." They are, not surprisingly, geometric shapes in design. Many are directly named after few as well. Polygons have a design that is unnatural compared to many of the creatures within The Realm, almost appearing inanimate with their lack of visible detail. However they are known to be sentient beings with huge diversity, ranging from nigh-hapless Frequents to immensely powerful entities, including the sole creator.

They are commonly referred as the main source of "energy" for the Tank Empire, and in consequence, are always killed for their internal contents - which are known to increase the strength of a Tank's body. Other non-polygonal entities have that trait too, but the polygons were more than convenient. Most couldn't attack with any other means except for their exoskeleton-like membrane, that they entirely rely on for their self-defense through body damage. With this kind of vulnerability, the Tanks could easily roam over even the strongest breeds. Polygons arranged themselves into various classes, while some are permanent with their roles. They appear in nearly every area in the Realm. Some being introduced before entering the Realm itself. Hostile Polygons begin to appear as early as the outland areas nearby the Imperium and Melancholy Forest. They are always present throughout the journey to the Desolate Plains. Two areas are uninhabited from its harsh conditions, one is Vallard Wastes and the other is the Desolate Plains.

Hierarchy

There are many classifications of the Polygon species. As the progression to the familiar polygon goes downward, the beings begin to look simpler and more like the iconic geometric Frequents.

Polygon Mother

Starting from the top was the creator of them all - The Polygon Mother. She was an ancient creature created by Panzer himself, with her goal to spring life to the new Realm and to preserve it with care. She is the last direct descendant of Panzer during his era. She was shown to have a sphere of influence that could permeate throughout the entire Realm. Her relations with the Realm had changed drastically over time, being the most vicious against the Tank Empire during the last of the Old Era. She had qualities like a god, but like Panzer, she was not omniscient or omnipotent. She relied on her influence to get things done, as even herself is tangible. Since Panzer's seal, the Polygon Mother herself seemingly vanished with little known explanation as to why.

Disciples

ZathsuBoss Disciple Ennealis

Ennealis, the Disciple of the Nonagons.

Below her are the Disciples, a group of eight individuals each with their own personality, philosophy, goals, and the purpose to populate the Realm with their respective "breed" of Frequent Polygons. They are very powerful beings, and without them, the polygons would cease to exist. Due to this empowerment from the Polygon Mother, they quickly usurped their role as the leaders of their species. This obviously warrants responsibility for their faction. Disciples are responsible for the decision making of foreign affairs such as whether they should go to war, their focus on the economy, etc. They have their own special military among themselves too.

While all Disciples had roots from the Polygon Mother, they are much divided among themselves. All Disciples have their way of governing their particular breed of polygon. Some are based on more of a democratic format, while others lean towards an autocracy or even are tyrannical. This division among themselves leads to several day-to-day issues that they currently face. To resolve this, most Disciples created pacts to ensure they remain together as a union for the entire species. They also in addition to themselves, empower trustworthy individuals to become Paramarchs, which are explained in the next section. All of this remains conjectural, however, as even the systems themselves are not entirely perfect.

In-game, Disciples are fought within specially designed fortresses called "Edifices." These gigantic structures are the capitals of their faction. Inside the Edifice, there are several dedicated chambers, open spaces, labyrinths of hallways (and sometimes trap filled ones), and lastly the Stronghold. The Stronghold is the location where the Disciple resides in during this encounter. While Disciples are political leaders, they still are the central heart in their breed of Polygon they represent. This, and in addition to the Polygon Mother's given power, made them beings not to to be conflicted with. All Disciples trained themselves as skilled fighters. Some tune into their magical abilities while others create their own weapons to accompany their own prowess. They also even forge their own helmets and armor dedicated to combat.

Paramarchs

Below the Disciples are the Paramarchs - elected individuals that were appointed by Disciples and other Paramarchs to assist with several tasks such as the expansion, patrolling of territory, military, and consulting with the Disciple. Some Paramarchs also are given the right to govern their own provinces under the Disciple. Depending on the governing style of the Disciple, there can be a varying degree of how much of an influence the Paramarchs can be. While Disciples mainly focus on the larger, global issues, Paramarchs generally focus on the domestic side. If a Disciple happens to not be present in their complex, the Paramarchs will take over for the time being. Their main purpose, however, is not about just governing, but to also act close advisories to a Disciple. One of the primary reasons why they exist is to help stabilize the governing system created by the Disciples. Recently there is yet another big task that Paramarchs do - Protecting the Prism Altars from access to the Disciple Edifices, and the summoning of a horrific entity that lies in Somber Falls.

Like Disciples, Paramarchs are empowered individuals, however instead of the Polygon Mother herself creating them, the Disciples do. Paramarchs are elected by the publicity, most notably the Councilors. From there, the Disciple then determine whether this chosen individual is right to become one. While a Paramarch have granted powers, they are unable to retain the great power that a Disciple may possess. As Paramarchs are representatives of a Meritian Council, there can be more than one actively in charge.

In game, they are within their own fortresses as final bosses, while elsewhere as mid-way bosses within Edifices. Defeating a Paramarch will either enable access to the Altar, or to be encountered again within the Disciple's Edifice. Paramarchs do not seem to have too much of an effect once killed, as they are believed to be resurrected once again by their Disciple.

Paramarchs are just as involved, if not more, in the military aspect of their role. They are also trained to become proficient fighters on their own. There are a couple of key differences in their fights mechanically, which are explained on their page.

Meritians

Below them are the Meritians, a very large classification that is split into three branches: Proletarians, Councilors, and the High Elite, and divided into the eight breeds of Polygons. Their roles vary depending on which branch they are involved in. For example, Councilors are responsible for the elections are held to have the next life-serving Paramarch as well as law-making and the involvement of prosecutions. The difference between Meritians and Paramarchs are the noticeable decrease in their internal power. Meritians resemble the lesser polygons more than the Disciples and Paramarchs, and like the Disciples and Paramarchs, they have hands. Though, despite having them, their hands are loosely bound to them and can be destroyed to permanently disable the Meritian's use of them. Meritians are created from the empowerment of Beta Frequents. This group would technically be considered the "upper class" of the polygons. Below are the specific branches of the Meritians.

Proletarians

Passive Meritian polygons who dedicated their lives to the higher work force as managers, scribes, or artisans. They are responsible the aesthetics and architecture of Disciple Edifices, Paramarch Fortresses, cities, and many more structures out in the Realm. Proletarians along with other Meritians, Paramarchs, and most Disciples follow the unique runic language. While the lower classes such as Alphas and Betas may be able to decipher it, the Proletarians are much more prevalent with the knowledge of the language. The polygons as a whole mainly use it for written records in the walls of their cities and a means of a secure form of communication. Scribes and artisans are very important as a group for the polygons. However, they lack much in self-defense, similarly to most Frequents. If encountering an enemy, they will call in the High Elite to protect them, while they flee for safety.

The Meritian Council

The second group of Meritian polygons, they make up the majority of the governing body. They are individually identified as Councilors. Along with Paramarchs, they assist the Disciples with their decisions. Like Proletarians, they are mostly defenseless on their own. However, they can be more aggressive at times of crisis. Councilors are found inside secure and highly populated areas, almost always together in meetings with defenses backing them up. The Council also is shown to be involved in negotiation with other factions.

High Elite

Most likely to be encountered by players, the High Elite is the military force of the Meritians. This includes those that stand guard of the Disciple edifices, major provinces, or even found actively being sent out to raid or protect various locations. They are also the major "policing" force of the polygons, often sent out to capture any treasonous or malicious acts from other Meritains or even Polypatrons. Any suspects captured would be reported to certain court rooms to be furthered trialed. Such decisions are made by the Meritian Council and/or the Paramarch. The High Elite serves as the personal guard of the Disciples, some even being seen blocking entry ways and pushing out any tanks during their battle. Most of the High Elite can be encountered in a Disciple's edifice.

Frequents/Polypatrons

Beneath the Meritians, the classification of polygons split into two chains. The first one contains the majority of the population of polygons: Frequents. They are also broken up into three sections - Alphas, Betas, and just... Frequents. The other chain consists of the military counterparts that include the various Polygon Bosses, Nest Defenders, and "Crasher" Divisions. They are the Polypatrons.

The Frequents

Frequents compose the bulk of the main population of polygons. They are also the most ancient group to exist within the Realm, being created by the eight Disciples during the Panzer Era. There are eight main "breeds" of polygon that exist within the Realm: Squares, Triangles, Pentagons, Hexagons, Heptagons, Octagons, Nonagons, and lastly, Decagons. Frequents were directly arranged into these groups according to the core Disciple. This is why they are what they are currently. The roles of Frequents are varied and expansive. All have one simple task though - to preserve the "life forces" and stimulate the Illumina Crystals that exist throughout the Realm. These two aspects about the Frequents and the rest of the polygons are why they end up being desirable by the Tanks. Their innards are filled with this substance that can also provide great stimulant for strength. This fact that the Frequents are being killed for their own purpose is why the gigantic effort with protection began in the first place.

In their society, Frequents are less intelligent individuals. Most couldn't be able to do many of the cerebral-intensive work like what Meritians are capable of. Frequents are still very much aware of their surroundings. They naturally arrange themselves into colonies or "Nests." These nests are scattered across most Realm Areas that provide hospitality. If there are more Illumina Crystals in that area, then polygons would most likely build their settlement nearby. Some settlements can be very complex and sometimes can be cities of their own. As mentioned before, there are three groups of Frequents. The Alphas reside in the heart of these settlements, while the Betas and Frequents are seen out in the open. There is little explanation why they do this, whether they are "spreading" their energy or even having any designated direction to follow. Frequents can be seen doing tasks such as distributing various resources and commuting to their superiors.

Frequents follow different behaviors within different environments. When the spaces are open, Frequents typically spread themselves and separate into small groups that wander around. While in enclosed spaces, they all spread out and equally as they could to fill. If danger is nearby, the Frequents typically will repel away from such dangers. If one of them should be attacked, they undergo a rapid means of alarm, where the Polypatrons will immediately retaliate as the defenseless flee to safer grounds. Betas and Alphas do have their own means of defense, explained below. While the basic behavior patterns apply to Frequents, it remains something shared among all polygons as a whole.

There are rare occasions where a non-Alpha/Beta Frequent will actually attack, specifically those with considerable health such as Heptagons, Nonagons, or Decagons. They only do this when targets are enclosed and surrounded by them, allowing a quick means of swarming through body damage. Other non-Alpha/Beta Frequents have different strategies as well. Octagons can cloak themselves to avoid danger; Pentagons, when conditions are right, can cover themselves with Waterflame; Squares can attempt to disorient their opponents through creating a holographic duplicate of themselves; whereas Triangles can sometimes dash to graze their sharply pointed bodies through enemies. These are a few examples of the capabilities these Frequents have; however, it is a last-resort means of defense for most of the regular Frequents.

Frequents have other unique traits among themselves. They can combine themselves into tight collections that move as a unit, and they can be converted into several different polygons or even parts of other polygons. Several examples of this can be the hands of the Meritians, body segments of certain specialized entities, or being the equivalent of orbital Drones used by many Tanks.

Betas

Inferior to Alphas, Betas are the intermediate ground of the Frequents. They have traits similar to Alphas such as being larger and having magical abilities. The difference is that Betas are significantly more mobile. They are seen doing the tasks that Frequents do, if not, more.

While not entirely clear how the behaviors of Betas work, there are a few key differences between them and the rest of the Frequents. Betas are often more mobile and do more to the realm as individuals. With their increased size and strength, they are seen helping out those who are in need, such as moving the Alphas. Many are surround Alphas to act as a means of transport and straight body protection. As all polygons have their role of preservation, Betas fulfill this task well. Their constant movement within the nest is beneficial to the well-being of the entire settlement.

Beta are surprisingly good at protecting. Their extra mobility, and in addition, their magical attacks can make them somewhat difficult to take down alone. Unlike Polypatrons, Betas do not actively seek out enemies. They tend to back off and avoid such threats. When enemies are around, like players, they first retreat and group up in front of the other Frequents. This forms a shield out of their own bodies, while the Polypatrons are expected to retaliate in response.

Alphas

Alpha polygons are the highest of the frequents. Alphas are considered more as a replete compared to a leader such as a Paramarch. This is because they are like the Frequents: spread and preserve the life forces. Alphas definitively show this through their large size and magic capabilities. Also, as a polygon increases in size, it also has a thicker and harder-to-destroy membrane to balance and maintain itsthe structure within. This makes Alphas one of the strongest types of polygons.

Typically within a nest, Alphas are at the heart of the settlement within enclosed spaces. There can be as many as seven per nest. Within other structures such as Disciple Edifices or larger settlements, there can be several more. Alphas are often seen surrounded with Betas. Other polygons like Polypatrons or even High Elite Meritians can be seen around Alphas, protecting them from external threats.

Alphas have defensive capabilities and to a much greater extent than regular Frequents. Most Alphas usually resort to magical means of attack through either protecting themselves or influencing others around them. Some may attack through direct contact as well. Alphas are also the only polygon to be related towards the creation of Polygon Bosses. The exact process is currently unknown. It's either that Alphas directly are selected and converted, or have their energy extracted from their bodies to fuel such a powerful Polypatron.

Polypatrons

Wikia Guardian

The Guardian, one of the many Polygon Bosses found in the Realm

The main defensive and offensive polygons that exist in the Realm. They are a diverse group that are subordinate to Frequents. Polypatrons have traits that are designed for combat. They require little-to-no intellectual processing, as their only purpose is to sacrifice themselves for the protection of the Frequents. Regardless of even what would be considered the most intelligent, like Polygon Bosses, they are deliberately forced not to be involved in any decision-making. In addition to this enforced principle, Polypatrons as a whole are restricted from any form of education unrelated to their training in combat. This is important for two main reasons: to prevent possible vengeance against themselves and other polygons, and to keep their focus on what they are meant to be - protectors.

There are three main types of Polypatrons. First are the Crasher Divisions (commonly referred to just "Crashers"), which are the most common, weakest, and readily available polygons that tend to be smaller in size. Second are the Nest Defenders, Polypatrons who tend to be more sophisticated and often armed. They are essentially the sentinels of any Polygon settlement. Lastly are the Polygon Bosses, the champions and most famously known Polypatrons. Unlike the Nest Defenders, Polygon Bosses are more of an offensive force to repel their targets away from the Polygons. They take many to take down, and there are over 30 different bosses that can be encountered.

Entities

More to come.

Notable Beings

  • Perpendiculus
    • Hypoten.
    • Patapars the Contraries.
    • Noma the Holler.
  • Trites
    • Xharen the Orator.
    • Cinnabar the Bloodwritten.
    • Proxima & Cidetris, the Entanglement Pair.
  • Pentavian
    • Harriet the Enchanter.
    • Declan the Worthy.
    • Diacaster the Sorcerer
  • Hexen
    • Khan Scorpnida.
    • Andax the Malevolent.
    • Yulron the Benevolent.
  • Septaur
    • Ralfus the Aristocrat.
    • Seventry the Sanction.
    • Meltdown.
  • Octrax
    • Righ O'larr.
    • Combostrum the Arson.
    • Wernad the Ferrous.
  • Ennealis
  • Decratite
    • Lyptna the Loathsome.
    • Decolosis of Illumina
    • Helazor.
  • The Prism
  • Polygon Bosses
The Tale of Diep Factions
Tank Empire • Polygons • Fallens • Cult of Panzer
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