Continuing from the mutant angle, let’s build more on it today.
In the world, there are 5 main races:
- Pure Men
Archetype: Xenophobic humans who live most of their lives clad in a biohazard suit
Pure men pride themselves at staying genetically accurate to pre-desertion humans, and believe themselves to be the last of humankind. They usually do not acknowledge the other mutants as humans, but due to the adverse effects of the mutagen in the atmosphere and the subsequent second epidemic, they almost never go anywhere without their biohazard suits. Some families even wear them at home (especially those who stay beyond the protective bubble of the capital), preferring not to trust their in-house air filtration systems.
At the time when the game commences, there are no traces of mutagen left in the atmosphere, thus making bio-suits redundant. However, they still continue the tradition of donning bio-suits, believing it to be something that elevates their social status above the other races.
They are the majority race in the Combine, and believe themselves to be the true founders of the government. They believe that without their “kindness” and “humanism” the mutants would not have been given a chance for citizenship at all, and that they would have won the Confederacy-Crissen war anyway. While the younger generations are less xenophobic as the older generations, intimate interactions between Pure Men and other mutants are generally considered taboo. In Oasis however, due to the more balanced ratios of mutant races, they are more tolerant, going as far as actually making friends with the other races. For this, Pure Men from the Oasis are often looked down upon by those in the Combine.
Pure men will NEVER, under any circumstances appear in public without donning their protective suits, even in situations where their suits are not needed. Over time, the different designs of their suits come to represent different social statuses and origins. There are in total 3 major bio-suit designs.
Pure men from the central highland regions (Highlanders) usually wear body fitting bio suits with a clear bubble visor, and over the suit they often wear an additional layer of a long trench coat with a numerical designation on the left sleeve and a clan insignia on the right. Their suits are more technologically advanced: a network of artificial veins carrying thermal fluids help regulate temperate within the suit by heating or cooling the fluid through the built-in thermal regulator unit on their back.
Pure men from the far eastern junkyards (Tinkers) wear suits that are usually adorned with exotic and swirling patterns, due to their community’s high emphasis on individuality. Although the suits share the same T-shaped sealed barbute-like helmets with an integrated respiratory filtration system, individuals often paint their helmets with distinct patterns to signify their identity and beliefs, and to stand out from the rest.
Pure men from the northern jungle lands (Stalkers) prefer practical suits allowing them full mobility and protection in the dangerous forests of the north. Most helmets come integrated with a metallic helmet and neck guard, and their suits are double layered with a layer of kevlar and ceramic insets in-between to ensure that one lucky hit from a predator or a bandit would not cause leakages in the suits. Their suits often come in jungle camouflage paint.
Archetype: Fearsome but horribly ugly warriors with rapid cell regeneration capabilities
Scarrens are the first batch of mutants to survive the mutagen. They are born with genetic necrosis, which causes them to lose chunks of flesh and skin in their youth. When they are 10 years old, their body’s regenerative abilities begin to catch up with the necrosis, and by the time they reach puberty the vastly accelerated regeneration factor would have completely negated the necrosis. However, they are left with horrible scars and scabs all over their bodies.
Due to their strong regenerative powers, Scarrens are fearsome in combat as they can shrug off non-fatal wounds easily without slowing down. Shallow wounds regenerate in a matter of minutes, while bullet wounds usually take mere hours to heal. Their capabilities make them excellent warriors, and having spent their youth in pain and suffering the necrosis had provided them ample supply of angst that fuels their berserker-like demeanor during combat. They form the backbone of the elite Awakened Archonites.
Scarrens stand at an average of 6′, with an athletic build and sinewy muscles. Their bodies have problems retaining fat, giving them a very defined and sculptured physique. Their bodies are covered completely in horrid scars, which they tend to flaunt proudly as their racial heritage by wearing as little clothing as possible in public. They generally have pale copper skin, black irises and jet black hair.
Scarren males usually walk around in hiking boots and a simple pants held to the waist with a leather belt of their own tribe’s design, and on their face they usually prefer an assortment of piercings arranged in a way to show their status within the tribe. Generally, the higher their hierarchy in the tribe, the more exotic and elaborate their piercings are. Scarren females often don thong bodysuits and like their male counterparts, the design and number of piercings on their face signify their family unit and social status in the tribes.
Scarrens often wear their hair in dreadlocks, held down and adorned with small sculptures made of bone. These are called “lifelocks”, in which each sculpture signifies a prestigious event in their lives like their first hunting kill; ascension to a higher social status; marriage; and so forth. They wear their lives upon their hair as they believe that one should never have secrets in life, and that life should not be lived in regret and shame.
Archetype: Entrepreneurial masons who has the capability to digest and reshape metal
Ironjaws originate from Hades – a massive junkyard in the far west shrouded most of the time in heavy mists. Hades, unlike the rest of the lands, have zero plant life, and as a result resources are extremely limited in that area. Mutants there somehow developed the capability to digest metals – a trait of relatively questionable survival benefits. When they were integrated into the Combine, their resourcefulness and opportunistic mindset allowed them to prosper in the resource rich Combine, quickly dominating the metal making and manufacturing industries.
Their dominance over the economy is one of the primary reasons why the Pure Men passed legislation to suppress their growth and monopoly, which over the time developed into unnecessarily oppressive laws. However, coming from resilient backgrounds, they simply weathered the oppression and continue doing what they do best – surviving regardless of any challenges.
Ironjaws stand at an average of 4’5″. They are short and stocky, with thick arms and legs and a short, almost invisible neck. Most ironjaws (both genders) are bald, with little to no body hair at all. Their skin range from pale yellow to light copper; their hair usually red or orange and most ironjaws have slanted crimson eyes. All ironjaws have strong and squarish jaws, flat cheekbones and foreheads.
Due to their diet, they have very strong teeth and naturally replace all their teeth every two years. Fashion wise, ironjaws prefer simple work clothes. Males are usually seen in public donning rugged jumpsuits with extra pockets sewn in, while females are usually seen in simple but practical shirt and short pants.
They secrete ingested metal through their belly button in liquid form, which quickly solidifies when in contact with the atmosphere, and thus when working in forges, ironjaws tend to keep their bellies bare to craft items with their relatively slender fingers with deceiving dexterity.
Archetype: Humans who are completely immune to mutagens and viruses
Wanderers are originally a generic term to refer to master adventurers back in the Dark Ages who dare travel alone through the Wildlands. They often seek work as hired guns or assassins, and while many believe them to belong to a guild of some sort most of them prefer to keep silent about their private matters. They are seemingly immune to the mutagens as they often travel unprotected and show no signs of mutations (although many believe their mutations to be too subtle for the naked eye to perceive).
Wanderers are generally untrusted in all communities, as their reclusive nature and mythical reputation denies them the capability to form meaningful relationships with the general population in the Wildlands. The protagonist of the game is a Wanderer by default.
Archetype: Huge gentle titans whose strength far surpasses their intelligence
Hulkers come from isolated villages from the north, between Oasis and Hades. They make their homes in caves in the hilly terrain, and thus they are left alone during the Confederacy-Order war. Because of this they are more receptive towards the Pure Men, unlike the rest who harbor intense hatred towards them. They stand at an average height of 7 feet, built with thick and strong muscles and walk in a slightly hunched gait. They are surprisingly fast when roused to anger, which is rare considering their generally pacifist nature.
Since the formation of the Combine and the subsequent rise of the Saberions, Hulkers have been drafted into the military and trained as the elite Viceron guards because they are loyal by nature and can be relied upon to carry out tasks even when the morality of the mission is questionable. They are hooked up to external adrenaline pumps that forcibly incite them to aggression on demand. Rogue hulkers exist in the lands, but are rare as hulkers are rarely solitary, preferring the company of family more than anything else.
Hulkers stand at an average of 7 feet tall, and have incredibly muscular builds. They are immensely strong, being able to bash apart rock walls with ease; a skill they employ extensively to dig caverns deep into the Darkspire range. They have squarish heads with short cropped hair, deep set blue eyes, firm lips and sharp noses.
Due to their tunneling heritage, Hulkers walk with a hunched gait. They are deceivingly dexterous however, being able to reach top running speeds of 20 kilometers per hour effortlessly.
Clothing wise, Hulkers prefer primitive organic clothings like animal fur and hides. Their tools are equally primitive too, usually of the clay/wood/iron kind. Hulker communities are mainly hunter/gatherers, and thus they are usually unskilled with advanced firearms or explosives, preferring the use of bows, spears, crossbows and throwing axes in combat.
MORE TO COME…