Marauder: Relations

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Includes all the Homins whose ambition is to conquer Atys by rebelling against the domination of the Powers and Nations. The Marauder Faction was born from the clans of the Homins abandoned in the Old Lands during the First Great Swarm. This society, ruled by the survival of the fittest, is governed by Combativeness, Conquest and Survival. Over time, the Marauders have developed their own language: Marund. Marauders do not own any territory in the New Lands; hence, they have erected an encampment in a region claimed both by the Fyros and the Matis. Any homin willing to enter within the Marauder faction must complete a rite of allegiance and swear to answer the calls of Melkiar, the Black Varinx, war leader of the Marauder Clans. In exchange, they benefit from specific services for resurrection and teleportation all around Atys and the warriors are offered unique rewards. Marauders regularly try to conquer outposts through battles, with the aim of exploiting their valued resources.


Enemies

 

This is list of enemies,

[CoA]

Fyros

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Leader: Emperor Lykos
Fyros claim to be the warrior people of Atys. Eager for adventure, fighting and hunting against people they consider worthy to defy. They are also eager for knowledge and discovery of the mysteries of Atys past. Not very fervent in nature, their relationship to religion was always shaped by their pragmatism. Most of the Fyros inhabit the Desert, inside which they established their Empire. They value Truth, Honor, Discipline and Justice. The citizenship rite allows one to become a Fyros Patriot and benefit from various assets and rewards. Their ancestral tongue is fyrk.
  ⚵ Kami D Dyron   F Fyros Imperial guards camp in Frahar Towers   P Pyr   F Fyros Imperial Guards camp at Imperial Dunes   F Fyros Imperial Guards camp at Oflovak's Oasis   F Fyros Imperial Guards camp in Outlaw Canyon   T Thesos    

[CoA]

Kami

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Strange and eerie entities capable of taking on various appearances, the Kamis constitute a major influence on Atys and its habitants They stand vigil over the plant kingdom and ensure that no one may destabilize the fragile equilibrium of the planet they cherish. They share a collective conscience and it would seem that no living species may escape their perception, and consequently, their wrath if their laws of conservation are transgressed. Like the Karavan, the Kamis travel freely through the lands of Atys keeping endless watch and endeavoring to make pacts with laudable homins in exchange for deeds done.
  ⚵ Kami A Almati Wood Kami Altar   K Kami Camp of Almati Wood   K Kami Temple at Cities of Intuition   D Dew Drops Kami Altar   D Dunes of Exile Kami Altar   K Kami Altar at Fleeting Garden   K Kami temple in Fleeting Garden   F Frahar Towers Kami Altar   G Grove of Confusion Kami Altar   I Imperial Dunes Kami Altar   K Kami Temple at Imperial Dunes   K Kami Enclave on Silan   S Shining Lake Kami Altar   F Fairhaven Kami Altar   K Kami Altar at Majestic Garden   N Nexus Kami Altar   O Oflovak Oasis Kami Altar   R Resting Water Kami Altar   K Kami altar in Winds of Muse    

[CoA]

Karavan

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Karavan is composed of mysterious anthropoid beings in black suits and helmets that cover their entire heads. With the exception of the Prime Roots, the Karavan is present throughout Atys. Indeed, the homins have never yet explored an area where Karavan presence is not felt. The members of the Karavan live in great metallic vehicles and use weapons of technology as yet unknown to hominkind. The homins mostly hold them in awe.
  ⚯ Karavan A Almati Wood Karavan Altar   K Karavan Camp of Almati Wood   D Dew Drops Karavan Altar   K Karavan Altar at Fleeting Garden   F Frahar Towers Karavan Altar   G Grove of Confusion Karavan Altar   I Imperial Dunes Karavan Altar   S Shattered Ruins Karavan Altar   K Karavan Ambassy on Silan   A Avendale Karavan Altar   F Fairhaven Karavan Altar   W Windemeer Karavan Altar   C Crystabell Karavan Altar   K Karavan Temple at Liberty Lake   K Karavan Altar at Davae   K Karavan Altar in Natae   K Karavan Altar at Avalae   K Karavan Altar in Yrkanis   K Karavan Temple at Majestic Garden   O Oflovak's Oasis Karavan Altar   R Resting Water Karavan Altar   K Karavan altar in Winds of Muse    

[CoA]

Matis

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Leader: King Yrkanis
The Matis are a sophisticated, cultured and ambitious people. They master botany and build their homes and tools from living plants. Both artists and conquerors, they believe each homin must earn its place inside society. They are the most faithful followers of the Karavan. Most of the Matis live inside the Forest, inside which they established their Kingdom, a monarchy of divine right. They value Loyalty to the King and Jena, Aesthetic fulfillment, and Competition. The citizenship rite allows one to become a Matis Vassal and benefit from various assets and rewards. Their language is Mateis.
  ⚯ Karavan M Matis Royal Guards camp in Fleeting Garden   M Matis Royal guards camp in Grove of Confusion   M Matis royal Guards camp in Knoll of Dissent   Y Yrkanis   D Davae   N Natae   A Avalae   M Matis Royal Guards camp in Majestic Garden    

[CoA]

Tryker

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Leader: Governor Ailan Mac'Kean
The smallset people by height, Trykers are peaceful, devoted to liberty and bon vivant. They dream of a peaceful world with no masters or slaves. Their curiosity makes them excellent explorers and inventors; they fully mastered windmill technology. Often, the personal interpretation of religion incurred the wrath of dogmatists. Most of the Tryker call the Lakelands their home, where they established their Federation, lead by a Governor. They value Liberty, Egality, and Sharing. The citizenship rite allows one to become a Tryker Citizen and benefit from various assets and rewards. They have their own language, the Tryker Tyll.
  ⚯ Karavan T Tryker Federal Guards campsite at Liberty Lake   F Fairhaven   A Avendale   C Crystabell   W Windermeer   T Tryker Federal Guards camp at Resting Water   T Tryker Federal guards camp in Winds of Muse    

[CoA]

Zoraï

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Leader: Great Sage Mabreka Cho
By nature calm and spiritual, Zoraïs are the tallest of all homins. A Mask covers their face, a sacred gift from the Kami, who they serve fervently. Their holy duty is to ensure nature's equilibrium and to fight against the Goo, the plague of the Jungle. Always looking for knowledge they master magnetism. Most of the Zoraï remain in the Jungle, where they established their Theocracy, lead by the Great Sage. They value Spiritual achievement, Wisdom, and Respect for Nature. The citizenship rite allows one to become a Zoraï Initiate and benefit from various assets and rewards. They speak the Taki Zoraï.
  ⚵ Kami Z Zora   H Hoi-Cho   J Jen-Laï   M Min-Cho