Exploring this world will lead you through its multiple ecosystems, from the burning desert to the sublime lakes, from the majestic forest to the luxuriant jungle ravaged by a deadly plague, and even into the dark depths of the planet, crisscrossed by rivers of sap.
Set out to conquer Atys or come to uncover its mysteries and its legends! But be careful, because danger lurks around every bend in these idyllic landscapes.
This continent, known as the Burning Desert, is the domain of the Fyros, who have founded their Empire around the capital fortress of Pyr.
Strong violent winds, long periods of drought, suffocating temperatures during the day and freezing temperatures at night make these smouldering dunes one of the most inhospitable places of Atys.
The Forest is the domain of the Matis, who have built there their Kingdom and shaped their capital, Yrkanis, in living trees.
Known as the Verdant Heights, this continent is covered with impressive and majestic trees and benefits from a temperate climate punctuated by four pronounced seasons.
The Zoraïs have built their cities in the plant maze of the Jungle, around their capital, Zora.
This continent is also called the Witherings, since it is infected by the stench of the Goo, a cancer which erodes life inexorably, ravaging the habitat, and mutating flora and fauna into horrible creatures.
The archipelago of the Lakes includes a myriad of islands inhabited by the Trykers. Here they have founded their Federation and built floating cities, with Fairhaven as their capital.
This continent, known as Aeden Aqueous, offers an idyllic scenery with its white sawdust beaches, its magnificent waterfalls, and its crystal clear water as far as the eye can see. Climate is sunny all year round.
The Prime Roots is the most mysterious ecosystem of Atys. Diving into the depths of the planet is the huge underground continent, its floor, walls and ceiling populated by phosphorescent plants and strange creatures.
As beautiful as they are dangerous, the Prime Roots hide within them the enigmatic remains of the past, and they host worrying Kitins nests. The climate is permanently fresh and wet.
Two Powers, different but both mysterious, seek to control the destiny of Atys: the Karavan, who watch over the homins and propagate the word of the goddess Jena, and the Kamis, keepers of the plants and of the world equilibrium. Both possess unique powers, through which they protect and help homins who follow their divine laws. For centuries, these two Powers have observed each other without confrontation. Their protection will be of great help to you during your journey on Atys, and their wrath may be deadly… So, chose your side carefully.
However, if you choose, at your own risk, not to serve either of the two Powers, other doors are open to you. You can choose Religion Neutrality, and not take sides in the religious struggle, or become a Trytonist and fight in the shadows to free Hominkind from the Powers, or even join the ranks of the Marauders and fight both the Powers and the Nations. Your path could also take you to the way of the Rangers, who rely on the unification of both the Powers and the Nations to fight the Kitin enemy.
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 its warriors are offered unique rewards.
Marauders regularly try to conquer outposts through battles, with the aim of exploiting their valued resources.
Includes all the Homins with a desire to free Hominkind from the Kitin threat.
The guild of the Rangers of Atys, created after the First Great Swarming, is driven by an ideal of brotherhood. The Rangers believe that Homins should live in peace, without division; therefore, they forbid themselves to take part in the quarrels between homins, and refuse to lay hands on them, except in case of self-defense.
In addition to patrolling endlessly on Atys, the Rangers also hold strategic bases on the Silan island and in the Almati Wood. The Silan Camp, managed by Chiang, welcomes refugees that arrive to the New Lands. The camp in the Almati Wood, managed by the Guide Ranger Orphie Dradius, is used as a logistical center, and surveys the nearby Kitin's Lair.
During the Second Great Swarming, the Rangers helped save Hominkind. Their battle plans allowed a safe rescue of the population by convincing the Kamis, the Karavan, the Nations and the Trytonists to collaborate.
While doing everything possible to avoid a third Great Swarming, the Rangers keep close watch on the Kitins, eliminate their overly curious scouts, and develop new fighting techniques and discretionary tactics.