SPECIES

Across the continent, a multitude of different species struggle to survive the harsh Trenchscapes of Sucra-Loca. In total, there are 8 different species players can use, each with 2 special skills, their own strengths, and their own weaknesses. Each species belongs to unique culture with their own ideologies and pursuit - all battling one another to establish dominance on the continent. Each species has an accursed form if they come into contact with an essence called miasma, fissures from Hell which emerges from the core of the world.


Barbed-Beard Nomad
Barbed-Beard Bloondervooseer
Hob
The Barbed-Beard

“Stout, coal-covered, bruisers.”

It is said the Barbed-Beards originally emerged from the ground; their skin blistered from fire and covered in ash and soot, with only male members of their “original species” being found. First discovered by the Elderkin, they grew closely connected to these beings, becoming stewards for the inhabitants of continent, some even marrying the likes of Mire Nymphs. Initially, they set off to clean and tidy up the homes and holds of others, as they did to themselves when they first emerged.

Time had passed, and they were subject to the growing industries and wars of mankind and the other races: from the Necromancer Wars, the Seraph’s Expansion, and then the Years of Agony. As connected members of the continent, their forms changed; bristly hairs of barbed wire and iron wool covering their faces; soot and coal forever following them - preventing them from their stewardship and leading them to be seen as pest.

While no one knows the true extant of it, they are an extraordinarily long-lived race, some Barbed-Beards can remember a time before the Year of Agony, a world both green and luscious. In order to save the world from further degradation, the Barbed-Beards left their Mire Nymph wives to fight for a return of peace and nature. Despite this, they still haven’t lost their jovial and boisterous inclinations, following the Order of the Trench Knight as it too fights for peace in addition to the Barbed-Beards recognizing who the religion’s leader truly is.

The Hob

The Hob is a generally loathsome creature - having lost the want to save nature and clean the world, it roams the Trenchscape in despair. Crying out in guttural tones, it uses its old repair to destroy and scratch up the possessions of others. It drags its massive iron wool beard behind itself as it tears against its face - causing it intense pain and anger.







Djenling Soldier (Yanta-Yuri)
Djenling Sharpshooter (Karkenzithe)
Djenling Bounty Hunter (Trenchscape)
Djenling Nomad (Piyaqu)
Djenling Guardsman (Yanta-Yuri)
Impus

The Djenling

“The little devils of the mountains.”

Roaming the steppes and foothills of the central continent; the Djenling are a small, horned, laurel-skinned people, known primarily for their nomadic lifestyles. Once a united empire living atop the Spear Mountains, they were cast down from the peaks as the other species waged their claims over the valuable lands - fracturing them into three groups: the nomadic Piyaqu; the ranchers of the Karkenzithe Mountain Range, and the industrious Yanta-Yuri.

It was those of Yanta-Yuri who experienced many clashes against the growing Holy Dominion, leading to their eventual capture and servitude to the Seraphim. Though, in this, they grew more knowledgeable of industrialization - soon staging a great revolt by themselves during the Holy Dominion’s twilight years; forming the great, roaving city of Yanta-Yuri, the capital of the antitheistic Djenq Empire - with their ultimate goals being to unite the Djenling people and to rid the world of religion, seeing gods as either mythical or nothing more than more powerful, mortal, beings. It is not uncommon for Idro slaves to be seen amongst the Djenling, as slavery has been crucial to the upkeep of Yanta-Yuri along with it fulfiling a sense of vengeance for the Djenling.

While forming the second most powerful nation, close behind the Holy Dominion, the Yanta-Yuri have had trouble uniting with their cousins of the steppes and mountain - both groups being considered Trench Pagans and not suffering as much against the Seraphim; leading to the forced impressment of these groups by the Yanta-Yuri.

The Impus

What little their is known about the Djenling before the Idro landed upon Sucra-Loca, it was said they had traditions of stealing the young of other groups; raising them as a part of the Djenling group. The Impus is said to do similar, though folklore stating that the Impus eat children. They skulk about in small groups, through villages and cities, whisking children off when no one is watching - taking them to strange underground places, never to be seen again. While most believe believe these kids to be eaten; there have been stories of wild, hunched-over, people emerging from various caves.



Golanthir Mercenary
Golanthir Enforcer
Golanthir Knight
Golanthir Mercenary (Unarmored)
Ab-Ghûl
The Golanthir

“Wrathful sentinels of ceaseless rage.”

Not much can be said for the Golanthir. They emerged out of the blue a little less than a 50 years ago - possessing similar features to an Idro, but with greater muscles and a mask covering their face made from an unknown and impenetrable metal. They have also been observed wanting to cover their faces, even wit other materials beyond the mask. When spoken to, they have said that they are here to slay the Gorn, but to whom they ally themselves to is yet unknown. Just as many have been seen in service of the Seraphim, as there has been for the Antitheist, the Trench Pagans, and the Order of the Trench Knight.

Whenever a Golanthir encounters a Gorn, they enter a state of rage, pouring all focus against slaying the Gorn - ignoring any commandments or request given by officers or allies. One encounter saw the Golanthir swatting and beating his own companions away when even in the presence of a Babagor. The Golanthir pressed his boot down upon the creature, it detonating after its death, killing the Golanthir.

The Ab-Ghûl

Great and monstrous beings with deep blackened skin. Little is known about the Golanthir, even less can be shed for the Ab-Ghûl. What can be gleaned is that they are far more powerful than they average Ghûl, being able to cleave a full Thoroughbred in two pieces with but one mighty swipe. When observed battling against the Gorn, they don’t seemingly change, swinging away at the Gorn as it would any other being. While it is wiser to steer away from such creatures, they have been observed doing strange things, like staring motionless at the slain or picking flowers from the ground. Perhaps they contemplate things?


Harqaa Mage
Harqaa Sapper
Harqaa Chief
Badak
The Harqaa

“Leathery philosophers of the magic arts.”


Great in size and leathery of skin, the Harqaa are an ancient people group, rhino-like in appearance, who resided on the continent far before recorded history - living similarly to how they were many years ago, changing very little as the ages progressed: building modest sod houses in the midst of great seas of prairie grass, living off wild grains and mushrooms.

As the great empires rose and fell around them, the stone-faced Harqaa remained content with their simple lives, valuing the art of deep thinking and pontification over all other matters; following the arts of Thogism, cherishing the simple moments. However, the influence of the World Beyond the Grasses soon grew too big, eventually encompassing the Harqaa’s homeland. Their lands, turned into great fields of winding pipes and smog, they had to find employment through these warring states, being used either as sappers of transporters.

In recent times, many Harqaa have gown impatient, forming their own small pocket nations of magic, fighting against the people they once owed servitude to. An interesting fact about them is that they are able to communicate directly with the great Drictobeast that roam the prairies.


The Badak

To many, the Badak is a feared creature; a massive being, stomping through the open fields emitting great magical aura swarming about their bodies, warping the very ground they trod. Though, only at night do they become something to be avoided. During the day, they merely sit down, unmoving and unbothered by any events going on around them, occasionally speaking about small insights or humming meditational tunes. Bullets, artillery strikes, nothing seems to be able to kill them during this time. According to magic adepts, the aura around them increases considerably when detecting magic.

There was an interesting encounter observed near the Moving Mountains in the far east between a Badak and a Gorn - during the day, both sit and engage in a fierce back and forth of philosophical exchanges, continuing their back and forth by fighting throughout the night - only to repeat the next morning. This occurance has happened between the two for years.



Idro Axewoman
Idro Axewoman
Idro Slave
Idro Villager
Idro Warrior
Idro Mercenary
Holy Dominion Militia
Holy Dominion Soldier
Holy Dominion Officer
Ghûl
The Idro

“The race of man, bloodguilty and sinful.”

Widespread across Sucra-Loca, swarming in population like the roach or the rat, the Idromen are seen as a pestilence, even by their own. Originally stepping foot on the continent nearly a thousand years ago during the second human migration, their impact has been felt to even the furthest reaches of the land and by every single inhabitant. The name “Idro” deriving from a Djenling word for “dread”, they have caused much chaos ever since first arriving - from the rise of the Holy Dominion to its stumble, the Idro, while certainly not the only group that perpetuates violence and warfare, can be seen as the root for all that has happened during the Years of Agony.

Though, despite this, there are many Idro who do go against the notion of being bloodthirsty barbarians - helping others and sharing what little they have, even with those of other species, something not all too common with non-Idro groups. Some groups, especially the Knighthood of the Trench, being a prime example of love and compassion during the ceaseless war. If there was any other word to describe mankind besides “dread”, “conflicted” would be another one.
The Ghûl

Already violent as the Idro are, at the very least, most have purposes for fighting. Whether it be for life, freedom, ideology, or supremacy, there is a purpose to it all. However, Ghûls are different in that they have no purpose but for themselves. Though, unlike the Gorn and the followers of the Red Wheel who welcome death, both to others as much as themselves,  Ghûls are extremely cowardly, being self-serving to utmost degree. 

If something will help them live another day longer, from stealing food from a starving family to groveling at the feet of a stronger opponent (while also scheming to plunge a knife in their back at the soonest opportunity), they will do it, glory and honor being thrown out of the window.


Khuzang’aro Huntress
Khuzang’aro Hunter
Khuzang’aro Death Hunter
Khuzang’aro Juggernaut
Khudro
Necromancer
 
The Khuzang’aro

“Heretical shepherd who stole the Breath of God.”

Many years ago, there had arrived a human group from across the Great Azure, known as the Somatic Diviners: mages who were accused of stealing the Breath of God. With these abilities, they could give life to what had none, building many small kingdoms by creating stone Golems to construct their buildings. However, a great schism came underway as a shaman named Anakruthos discovered he could bestow the Breath of God unto those who have died, building a great following through these works. The Somatic Diviners found this usage of the Holy Breath to be abhorrent. His followers were hunted down, sparking the Necromancer Wars.

While small in numbers, the more dead that piled higher, the more bodies Anakruthos and is followers were able to use. They grew in power, slowly wiping out the other kingdoms until only the Khuzang’aro were left. They had managed to save themselves by escaping to the Arak Isles, whose soil were full of silver flowing from the mountain tops. For many years, they were trapped on the island, it also being known as the Silver Shackle. It wasn’t until the Idro landed upon the continent and managed to defeat the Necromancer forces.

While both the Idro and Khuzang’aro were humans, and relationships started as peaceful; as the Holy Dominion expanded, the Khuzang’aro were used as frontline forces and their island harvested for resources - causing a bitterness to begin to form between the two. As the Holy Dominion began to falter, similar to the Djenling, the Khuzang’aro tried to stage their own revolt, which is still ongoing.
Both on the island and on the mainland, the Khuzang’aro wage an uphill battle against both the forces of the Holy Dominion and against any surviving Necromancers across the continent. Some are so desperate, Khuzang’aro Juggernauts have become a terrifying encounter - men and women who strap bombs and explosives to themselves to slay as many enemy soldiers as they can. 

The Necromancer


Not their true name, for to have said such a word would summon one. Given the name, Necromancer, the followers of Anakrtuthos, they are wizards who reside in the deep caverns below, searching for the cadavers and corpses of dead gods. Using the powers of the Breath of God, they bestowed life unto those without - sparking the schism that began the Necromancer Wars. 

As the Khuzang’aro were pushed back to the Arak Isles at the end of the war, the Necromancers created great temples across the continent, conducting profaned rituals and building great undead armies. It wasn’t until the Idro arrived with their firelocks to the continent and their undead armies were destroyed, that the Necromancers fled, sinking their temples underground and hidden from the surface - allowing them to rebuild their lost power.


Mandigorai Harpooner
Mandigorai Hunter
Mandigorai Blood Warrior
 
Yow
The Mandigorai

“Hellcat hunters of the Hoodoo’s Psalm.”

It would do well for one to be wary of the marsupial men of Hoodoo’s Psalm, the Mandigorai. Characterized by their conical, straw hats and their vivid cloth robes - their colorful apparel masks the predatory nature hidden underneath. Great snouts jut from their faces, equipped with dagger-like fangs as long as their forearms; their skin covered in a deep-vermilion fur, dyed red from the countless victims they had prayed upon; beady eyes, yellow in color, said to have the ability to grant sight even in the darkest of nights. 

While not seen too often in the Trenchscape, some Mandigorai come to the central continent as soldiers of fortune or bounty hunters, seeking the thrill of the hunt more so than any monetary amount. Their pursuit of targets is legendary, being described as ceaseless and unending - not many survive the chase, their bodies being found sliced to ribbons after the ordeal - the Mandigorai donning a small piece of their victims upon themselves as a charm.

The Yow

So rarely seen, some consider them a complete myth. Called such based on the scream they make, the Yow stands tall and thin, it’s lanky body allowing it to slink and climb up cliff faces and through crevasses. Unlike the Mandigorai, it does not pursue its prey - it instead finds an opportunity to trap its prey, playing and toying with it before finally cutting it down.


Vaocani Priest
Vaocani Traveler
Vaocani Noblewoman
Pseudo-Angel
The Vaocani

“Half-Angel lords and ladies of a crumbling empire.”

Granted the authority by the Seraphim themself, the Vaocani rule and preside over many great cities that rose up across the continent as per the Holy Dominions expansion. The product of an Idro and an Angel is incredibly rare as many offspring are stillbirths, when such a being is born, much rejoicing is had throughout the lands. The Vaocani child is brought up in true luxury, unaware and later uncaring of the plights of the lesser folk. They are either greatly revered or greatly despised.

Physically, they are blessed with an ethereal, albeit, uncanny beauty. The Vaocani are androgynous in appearance - their skin, pearlescent and untarnished with hair shimmering like soft dusk. Their large, black pupils are, by far, their most distinctive feature - their deep gaze both enthralling and off-putting.

However, what is ultimately their greatest blessing, would also be their greatest curse: small protruding wings from their backs being highly sought after by many parties as their half-angel anatomy would be the key ingredient from things like black market medicines to dark rituals and invocations.

The Pseudo-Angel

The Trenchscape is a land rife of folklore, myth, and legend - many deep within the lands do not know of a world outside the scars of war. When one happens upon a divine being, or what they perceives as a divine being, they may fall to worship. Pseudo-Angels appear as bug-like in appearance, with great carapaces of hard chitin and scaled wings. Perhaps a tie to their angelic origin, Pseudo-Angels somehow discovered the true secrets of attaining divinity. They gather destitute followers from across the mud and mire, performing miracles and great wonders - their worship fueling the Pseudo-Angel, granting them great powers even comparable to true angelic beings. They are hunted to great degrees by the Holy Dominion, but their followers, zealots to the end, defend them to their last breath - causing great losses to their pursuers.



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