Raiders
Raiders are a type of faction, comprising countless decentralized gangs of nomadic bandits, outlaws, exiles, murderers, and chemically-fried psychos who’ve been cast out of "civilized" cities on Thauzuno. They can’t be trusted, but they aren’t weak. And that’s the problem. Raiders are unstable in the way a pressure mine is unstable—careless proximity is a death sentence. They strike from shadowed alley cracks and sewer grates, crawling up through fractured transit tunnels and collapsed maglift shafts like mold through rotsteel. They don’t march. They fester. Their weapons are salvaged or stolen, often held together with blood, tape, and grief. They care only for Vekras, but without honor, legacy, or any coherent ideology beyond consumption and destruction.
Make no mistake: Raiders are not disorganized. Nor are not stupid. They are not savage by accident. Every ambush, every blackout, every vanishing patrol is part of a calculated, ritualized eruption—a performance of targeted depravity honed over generations of survivalism turned feral. Some Raider cells function like cults. Others behave like militarized plague swarms. Each one a unique infection.
Like other organizations, Raiders have their pantheon of infamous warlords and horror-story legends—names that echo in panicked whispers and hastily-scrawled warning glyphs. Most packs operate under a loose meritocracy of brutality and betrayal. Some follow charismatic monsters; others are ruled by fear alone. Occasionally, a group contains one particularly dangerous individual who hides in plain sight among the masses. Larger gangs typically claim permanent zones, bleeding territory dry and marking streets with bone totems and chem-burn graffiti. Smaller bands roam the wild grids, scavenging, snatching, striking. What they lack in wisdom or coordination, they make up for in swarm tactics, raw aggression, and a suicidal lack of fear. They’re often badly equipped, strung out on spineburn or bloodrush, and too accustomed to preying on the weak to survive a true fight—unless they outnumber you ten to one. And even then, you better hope that’s all you’re facing.
Most syndicates post kill-on-sight bounties for anyone marked with Raider brands. Common and low-borns run before they beg. Mercs hesitate before setting foot in their zones. Negotiation is suicide. Reason is irrelevant. To call them “people” is generous. To enter their territory is to forfeit your life. Still—some do. Raiders hoard things all the time: weapons, Vekras, mutations, data cores, and experimental or blacklisted implants. To Black-Market smugglers, and mercenary guilds, it’s gold. Enough to risk the slaughter.
Being a Raider comes with its own hazards and is less safer. Most wear their allegiance: acid-burn brands, rust-wire piercings, bone trophies, chem-bled skin. These marks make them easy to spot—and easier to kill for both Hunters and syndicate enforcers to track and kill them. Even other Raiders turn on the weak, the slow, the unbranded. Hunted by the world. Hunted by each other. Their only law is betrayal, and survival is a blood-soaked audition. Despite their chaos, Raider cells echo the same patterns. Some form ritual-kill cults. Others behave like paramilitary gangs. A few splice both—blending scavenger rites with tactical doctrine. They don’t coordinate, but they cross paths, trade bodies, tech, and trauma like currency. And beneath all the blood, something binds them—something no one’s named, but everyone feels crawling just under the floor.
Organization
The typical infrastructure of a Raider gang is deceptively simple on the surface—lower-tier grunts obeying the strongest, most violent member—but this is a tactical illusion. True authority among Raiders is less about hierarchy and more about immediate dominance. The leader isn't elected or inherited—they emerge through sheer carnage, fear manipulation, and trial by betrayal. Leadership often shifts through blood duels, coordinated sabotage, or sudden ambushes from within the gang itself. Strongholds vary wildly in scale—from scavenged cargo containers stacked into labyrinthine mazes to full sub-districts of collapsed megacities fortified with repurposed security drones and flame-barricades. These hubs serve not only as launch points for raids but as crucibles of internal competition, where loyalty is irrelevant and usefulness is life.
Inside most Raider formations, ranks are functionally fluid and reinforced by scars, madness, and kill-count. Roles like “Carrion Guard,” “Screech Prophet,” “Stitchhead,” and “Scrap Lord” are less titles and more temporary designations assigned by whoever shouts loudest and kills fastest. A medic who fails to revive a chieftain becomes a “Sparebag” and may be gutted for parts. A scout who finds a vulnerable convoy might be called “First-Knife” until someone better proves it was a trap. Raiders do not reward loyalty—they reward momentary survival brilliance. The only true consistency is chaos shaped just enough to avoid collapse. Many Raider cells display functional literacy in combat geometry, using triangulated killzones, tripwire crossfire nests, and vertical ambush layers that rival syndicate urban assault teams.
Strategic doctrine across Raider factions is not taught but internalized through constant exposure to violence. Children raised in Raider camps—often kidnapped and indoctrinated—become desensitized field tacticians by age seven, able to predict movement patterns of patrol drones or reroute ambushes on the fly. Some larger cells enforce combat drills through mock hunts or lethal “loyalty culls” that remove the weakest members and feed their remains to reconditioning pits. Raiders do not fear loss. They train for it. If a flank fails, they let it burn while two more collapse behind the enemy. Fire is a teacher. Screams are proof of success. Every Raider gang becomes a living organism—dysfunctional by design, but responsive in ways that confuse traditional military logic.
Resource management inside Raider society is as brutal as their tactics. Weapons are bartered using violence as currency—kill more, get more. Ammo is rationed by reputation. Black market cybernetics are installed without anesthetic and often fused with ritual scars or chemical branding. Salvage tech is repurposed into traps, armor, or “prayers”—improvised machines that emit terrifying static howls across city networks. Raiders rarely waste. A dead enemy becomes parts, bait, trophies, or misinformation fuel. Even language is a weapon: guttural call-signs, echo-code shrieks, or mockery of syndicate formalities used to destabilize enemy morale. Raider communication is raw, fast, and unpredictably effective—less structured, more virus-like in spread.
The myth of Raider disunity is just that: a myth. While no universal command exists, their behavior shows patterns of mimicry and shared precedent, suggesting some deeper, memetic cohesion. Leaders like Torvek "Blood King" Tazvir may not command every gang, but his name—and the memory of his acts—propagates through corpse-glyphs, burn-marked walls, and bone-forged weapon sigils. Raiders learn from what works, share what terrifies, and echo what kills. One gang’s innovation—say, bone-shatter rounds harvested from corpse-marrow—becomes standard across ten more within weeks. They aren’t united by banners or laws, but by the instinctive whisper that says: “This way hurts them. Keep going.” And that whisper, whatever it is, never goes quiet.
Torvek “Blood King” Tazvir’s Army
Torvek "Blood King" Tazvir’s force is not an army in any traditional sense—it’s a rotting juggernaut of war-thralls, fanatics, and biomech abominations bound together by one thing: fear of Torvek himself. His command is absolute not because he enforces order, but because no one survives disobedience. His lieutenants are not chosen for loyalty but for spectacle—their ability to maim, burn, desecrate, and lead others to do the same. His inner circle, known only as the Red Blight, consists of chemically-evolved berserkers, surgical sadists, and at least one de-cored ex-syndicate tactician whose cognition was overwritten with neural scripture carved in pain. Where most Raider gangs are chaos in motion, Torvek’s horde is a methodical collapse machine. It does not raid. It erases. The Blood King’s followers wear war-vestments made from flayed enemies—layered skin cloaks stitched with bone filament and soaked in glandular acids that give them a wet, twitching sheen under Craehlil’s amber light. Across their chests, they smear symbols in arterial black. Torvek himself is never fully seen—only his silhouette, framed by soot plumes and reactor-glow, wearing his legendary jaw-crown fused from the shattered mandibles of rival Raider kings. That crown moans when he moves and screams when he speaks, fed by embedded vox-grates bound to the dying throats of past challengers. Among his ranks, kneeling is instinct. Those who don’t kneel are repurposed.
His army roams the devastated corridor known as the Ash March, a mobile dead-zone of heat-warped mag-structures, collapsed filtration zones, and neurotoxic spill fields that runs parallel to the Craehl Rift. As it moves, the Ash March leaves behind beacon-pylons that repeat guttural, half-digitized screams of Torvek’s name and coordinates—luring scavengers, wanderers, or foolish mercs who think there’s anything left to steal. Within this corridor, entire reclamation sectors are wiped off cartographic memory. Raider rites include “Hunger Games” where captives are fed rage-compounds and released into shattered sewers and broken tram-mazes for sport. Some are kept alive only to be turned into beacon-lures—implanted with hacked comm-nodes and forced to scream through corrupted frequencies. Among other Raider factions, Torvek is myth, curse, and inevitability. Some call him “The Red Echo,” others “He Who Feeds the Ruin.” The bravest cells might challenge him, but they never live long enough to try twice. Most Raider gangs dissolve or scatter at the rumor of his advance—any that don’t are forcibly absorbed or left crucified on rebar crosses beside arterial highways. Syndicates fear him less as a person and more as a planetary hazard. His movements trigger evacuation protocols, breach simulations, and full-system lockdowns. Syndicate war-chambers label his approach zones with hazard glyphs and plague warnings. He doesn’t negotiate. He doesn’t gloat. He arrives, and then nothing does.
Inside the ranks, structure is enforced through spectacle, mutilation, and spectacle as mutilation. Promotions are earned by spectacle-kills, mass body damage, or orchestrated acts of terror. Orders are screamed through marrow-pulp voxcasters or delivered via bone-implanted heralds—shrieking creatures fused to their own blood-amps. Punishment is ritualized: victims are fused into failing augmentation rigs, force-fed corrosives, or turned into mobile propaganda. They don’t follow him for power. They don’t follow for identity. They follow because Torvek has burned the why out of them. Those who survive his warpath do not return unchanged. Most don’t return at all. Those who do... aren’t Raiders anymore. They’re something worse. Something that whispers Thauzuno’s name backwards in the dark.
Vazrenn “Blooded” Thorrik’s Gang
Vazrenn “Blooded” Thorrik leads a mid-sized Raider pack infamous across the central Craehlil Wastes for its brutal ambushes and surgical-level sabotage of syndicate infrastructure. His gang, known in fractured whispers as the Gravehorn Kin, operates with a level of calculated efficiency that sets them apart from most Raider groups. Where others rely on overwhelming numbers or mindless aggression, Thorrik’s crew strikes like a scalpel laced with venom—targeting power substations, water extractors, drone control nodes, and data caches in ways that make it look like the planet itself is turning hostile. They don’t loot. They dissect. The Gravehorn Kin are masters of infiltration, misdirection, and vanishing into terrain before retaliation can begin. Their members wear repurposed utility rigging, heat-baffled mesh, and thermal-dulling camocloth patterned to mimic Thauzuno’s ash-scoured environments. Instead of bone trophies or gore-display, they mark kills with chemical glyphs painted in infrared-reactive dyes visible only through filtered lenses—glyphs that serve both as territorial warnings and psychological warfare. Syndicates have come to dread these symbols: a spiral of teeth, a backward numeral 5, a hand with no palm. Their meanings are debated. Their effect is not. Panic follows where they’re found.
Thorrik himself is rarely seen but always known. Standing 6'5" and built like a stripped powerframe, he speaks little but sees everything. His most iconic feature is the row of embedded scar-filaments across his face—each one earned in a duel or high-value kill, laced with dermal tracers that pulse when his adrenaline spikes. His augment loadout is deliberately minimal: tactical reflex boosters, thermal occlusion glands, and a subdermal signal jammer. He refuses all neural splicing. “If it can be hacked, it can be taken,” he once said before surgically removing a rival's implant and crushing it in front of them. His weapon of choice is a custom longblade forged from reactor shielding—folded with glyph-blood and etched with the names of those he’s silenced.
The gang prefers abandoned utility corridors, fractured mag-lifts, and collapsed undercity grids as base zones—places that are ignored, half-buried, or too unstable for military reclaimers. They create temporary camps surrounded by sensor ghosts and rigged access tunnels, moving frequently to avoid detection. Their rituals involve silent trials: infiltration into hostile zones, sabotage without alert, and clean escape. Failure means abandonment. Success means another glyph burned into the clan ledger. Internally, the Gravehorn Kin are loyal—not to Thorrik, but to the legacy of precision he demands. They believe chaos without focus is cowardice, and brutality without silence is weakness. Among Raiders, Thorrik is an anomaly: no theatrics, no war screams, no burning cities in his wake. Just vanishing convoys, collapsed tunnels, lost databanks, and occasional footage of a black-gloved hand reaching for the lens. To mercenaries and syndicates, he’s an expensive ghost—a legend they wish they could ignore but never can. His gang trades information, salvaged black-market firmware, and high-value bio-assets to those willing to pay in silence. No names, no meetings, no repeats. Every time the Gravehorn Kin strike, it’s with a precision that leaves only two options: over-fund the defense grid... or leave before the power cuts.
Zhakkor “Wrenchjaw” Drayven’s Gang
Zhakkor “Wrenchjaw” Drayven leads a brute-force industrialist gang known as the Ironpit Assembly, a nomadic scrap horde that roves the broken megazones of western Drosshollow, plundering derelict infrastructure and weaponizing what most would consider rusted junk. Unlike most Raider factions who strike and vanish, the Assembly is slow, loud, and impossible to ignore—a rolling foundry of chaos on mag-wheeled war rigs and clanking crawler platforms that belch fire, steam, and reactor-burnt exhaust as they move. Their presence is felt long before it’s seen, as the terrain begins to hum with seismic pressure, soot clogs the air, and heat sensors spike wildly. When the Ironpit Assembly arrives, it’s not a raid—it’s a dismantling. Drayven himself is a massive Vey’Zari with aug-bolted limbs, an exposed lower jaw replaced with mechanized teeth plated in blackened alloy, and a temper wired to a spinal fuse bank. He speaks through a vocoder rig slung beneath a cracked respiratory dome, every word vibrating with feedback. Zhakkor earned his title from forcibly removing his own jaw during a meltdown and replacing it with the hydraulic bite-cage that now acts as both weapon and symbol. He’s less a leader than a living furnace, revered by his gang not for strategy but for fury. His philosophy is simple: if it stands, it can fall; if it falls, it can be repurposed; if it resists, feed it to the grinders.
The Ironpit Assembly travels in fortified convoys composed of scavenged mining haulers, repurposed mag-haul trailers, and retrofitted crawler refineries. These mobile factories tear through Thauzuno’s carcass zones, reducing arcology ruins and shattered relay towers into slag, scrap, and components. Assembly camps aren’t tents or shacks—they’re engines. Melters. Reprocessors. They burn through territory like a disease of industry. Fuel is anything combustible. Power is stolen from old syndicate nodes or siphoned directly from tapped geothermal veins. When resources dry up, they move—leaving behind toxic trenches, molten slag fields, and the half-melted skeletons of those who tried to stop them. Internally, the Assembly functions less like a gang and more like a twisted machinist guild. Ranks are earned by crafting, repairing, or innovating in ways that keep the convoy running. Loyalty is measured in rivets, not words. Challenges are solved with wrenches, drills, or flame-cutters to the skull. Rituals involve welding contests, forge duels, and scrap ceremonies where rival parts are torn from the bodies of fallen enemies and reattached to one's own rig or armor. Everyone in the Assembly is augmented—though poorly calibrated and dangerously unstable. Accidents are common. Replacements are mandatory. Pain is ignored. There is no perfection—only function.
To the outside world, the Ironpit Assembly is a walking extinction event for infrastructure. They don’t just kill—they erase. Towns, outposts, and even minor syndicate installations vanish under their approach, turned into fuel, frame, or raw parts. Syndicates consider them a Class-Black asset threat, but hesitate to engage directly—each time a strike force is sent, it doesn’t return. And the next time anyone sees Drayven, he’s wearing a new spine on his shoulder rig and chewing something that looks like reinforced polymer. In a world defined by resource scarcity and collapsing systems, Zhakkor’s gang is a brutal truth: nothing lasts forever... except rust.
Tarnex “Grin” Korrav’s Jokers
Tarnex “Grin” Korrav commands a faction known as the Jokers of Collapse, a gang so deeply fractured from reality they’ve made madness into doctrine. Where most Raiders kill for Vekras or territory, the Jokers kill for rhythm, color, and spectacle. They are street jesters of atrocity, their strongholds painted in retinal-burn hues and littered with exploded mannequins, looping audio freakouts, and walls scribbled in nonsense equations or mock-children’s rhymes. Their attacks come without warning and follow no clear logic—unless you think like Tarnex. And no one should. Grin himself is a wiry, wide-eyed Vey’Zari who paints his face in fresh blood before every raid—rarely his own. His laugh has been described as “a system error wrapped in a music box.” Rumor says he was a failed behavioral experiment from a shuttered Mindframe project, others say he survived NOCD meltdown and never came back the same. Whatever the truth, Tarnex speaks in riddles, commands with riddles, and kills with conviction. His signature weapon is a modified synaptic feedback whip disguised as a joke baton—it plays music when it latches onto a skull and flays it from the inside out. His charisma is infectious, and his madness acts like gravity. Once you hear the tune, it gets in your head.
The Jokers operate in collapsed entertainment districts and shattered education zones—places where the echoes of childhood and art have gone sour. They occupy ruined theme parks, flooded theaters, derelict signal arenas, and broken propaganda loops. Their lairs are stages, their skirmishes choreographed like sick parodies of old Vey’Zari broadcasts. They call their ambushes “acts,” their deaths “punchlines,” and their weapons “props.” Every Joker is costumed—some like clowns, others like mascots, and a few in outfits stolen from murdered street performers or media idols. It’s camouflage and mockery, terror and theater. Their presence alone destabilizes entire sectors—not because they’re the strongest, but because they twist everything around them into farce and fear. Internally, the Jokers have no structure, just roles. You’re a “Straightman,” a “Laughtrack,” or a “Finale.” Tarnex plays “Director,” though he rarely gives orders directly. Instead, he issues cue cards—cryptic, blood-stained instructions or audio files that loop fragments of corrupted nursery songs. Promotions are granted after “punchline trials,” where gang members compete to perform the most shocking or surreal stunt—whether that’s detonating themselves inside a crowded tramline, hijacking a weather control beacon to project screaming faces in the clouds. Nothing is sacred. Nothing is stable. That’s the point.
To outsiders, the Jokers of Collapse are not enemies—they’re disasters. Syndicates avoid them unless forced to engage, and mercenary groups prefer to bomb them in overhead gunships rather than fight them face to face. Their tactics—erratic, creative, and absolutely insane—undermine any predictive modeling. They’ve been known to turn entire city blocks into death puzzles, construct grotesque art installations out of corpses, or broadcast psychotropic memetics into unsecured meshgrid feeds. Tarnex doesn’t want to win. He wants the punchline to land—and for the planet to hear it. Because when the joke finally ends, Grin says, even Thauzuno will laugh. And then it’ll stop breathing.
Torvek “Crater King” Draxxil’s Gang
Torvek “Crater King” Draxxil leads a brutal, siege-oriented faction known across Thauzuno as the Iron Maw, named for their favored tactic—encircle, crush, and swallow whole. Unlike the chaos-mongers or cannibal cults that typify many Raider cells, the Iron Maw fights like a deranged military—but one forged from exiled tacticians, weaponized ex-miners, and armor-strapped brutes trained in siegecraft by necessity. They don’t swarm. They dig in, burn out, and bury whatever’s left. Their motto, scrawled in scorched alloy on the hulls of looted crawlers, is simple: “We do not raid. We erase.” Draxxil himself is built like a crashframe—broad, low-voiced, and covered in cratered dermal plating from old reactor burns. His face is a fused mess of blast scars and surgical welds, a remnant from the Taz’Korr Collapse, where he allegedly survived the explosion of an entire mining station and emerged dragging his enemies’ spines behind him. Whether or not the story’s true, Crater King earned his name not from any throne, but from the impact scars he leaves behind. His gang specializes in heavy ordnance, tunnel warfare, and vehicular sieges. Their arrival in any zone is heralded by seismic thumps and the grind of wheeled behemoths—a sound most settlements associate with incoming extinction.
The Iron Maw controls a mobile fortress built into the shell of a retrofitted terra-borer, dubbed the Deepmaw. This monstrosity crawls across the ruined surface of Thauzuno like a landbound dreadnought, trailing smoke, silence, and broken bodies. It's equipped with repurposed mining lasers, hull-mounted mortar arrays, and a command pit carved from scorched obsidian and bone. From this seat, Draxxil directs his warpath—targeting water caches, unstable fusion towers, and rival gang redoubts. His lieutenants are ex-convicts and demolitionists, many of them fused to their gear by choice or surgery, all of them indoctrinated with the idea that the surface belongs to whoever digs deepest. Iron Maw doctrine is simple and terrifying: suffocate resistance. They block escape tunnels, crush transit lines, rupture coolant stacks, and implode infrastructure until the target collapses on itself. Then they move in with flamethrowers and slag guns to “mop up.” Survivors are taken only if they're useful: engineers, munitions experts, or navigators. Everyone else becomes target practice, trench bait, or “structural reinforcements” in new barricades. Draxxil’s crew often decorates their siege camps with twisted girders formed into impaled effigies—warning others to evacuate or face burial beneath their own foundations.
Other raider gangs may mock Draxxil’s obsession with tactics and machinery—but they do so from a distance. He doesn’t rant or posture. He crushes, then moves on. Syndicates have sent kill teams. None returned. Mercenaries have tried airstrikes. The Deepmaw simply vanished into a canyon network and resurfaced two weeks later—twice as armed and dragging a chain of scorched corpses. In the twisted ecosystem of Thauzuno’s outlaw world, Draxxil is not feared for his cruelty. He’s feared for his patience. He waits, watches, calculates, and then levels everything. That’s not madness. That’s method. And on Thauzuno, that’s worse.
Veyruk “Skull-Crusher” Jhaelun’s Gang
Veyruk “Skull-Crusher” Jhaelun commands the Varn-Breakers, a roaming death-pack notorious for their grotesque physical brutality, absence of ranged tactics, and preference for close-quarters extermination. These raiders don’t carry guns—they carry warhammers, vibro-mauls, and steel-bonded limbs. Subtlety has no home here. The Varn-Breakers are blunt force given flesh, often described as a mobile seismic event wrapped in bone-stitched armor. Wherever they appear, seismic sensors twitch before bodies fall. Veyruk’s command style is less leadership, more gravitational pull—he is followed not out of loyalty, but out of the crushing certainty that defying him ends in paste.
Jhaelun himself is a hulking slab of meat and metal, easily towering over other Vey’Zari. His left arm is a triple-hinged bone-crusher forged from fractured alloy and fused tendon, rumored to have been grafted without anesthesia after his original arm was torn off during a brawl with a Varsh’ka war-beast. His combat style is terrifyingly direct—he breaks the strongest fighter’s skull first, then waits for the rest to crumble. He wears a necklace of shattered helmets and modified jawbones, each one etched with symbols marking kills, victories, or particularly “worthy screams.” His presence alone demoralizes defenders; his footsteps, amplified by vibration plates in his boots, announce doom before the first strike. The Varn-Breakers are tribal in organization but operate with terrifying unity. Their structure is built on personal challenge: to join, a recruit must crush the spine of a captive in front of Jhaelun and survive the first hour of combat with no armor. If they’re still breathing, they get a name. If not, they’re left as a blood offering. This merit-by-mauling ritual creates warriors who fear nothing but weakness. Each member paints their mask with the remains of their first kill—some crude, others near-sculptural. These masks are never removed, becoming both face and fate. They serve a singular function: intimidation through grotesque artistry.
Tactically, the Varn-Breakers excel in siege breaches, breach-point swarming, and internal structure overthrows. Once inside a fortified space—whether bunker, tram station, or arcology module—they rampage like a blood tide. They use explosives only to open walls, never to kill. Killing is always done by hand. They consider distance weapons cowardice, and those who use them are either maimed or forcefully “retrained” in close-quarters slaughter. Some have undergone brutal “reforgings”—limbs crushed and reset to wield heavier weapons, jaws broken and replaced with vox-amplifiers that project scream-frequencies known to cause psychological paralysis in unshielded targets. Even rival raider gangs have learned to avoid narrow corridors when Veyruk’s horde approaches. Despite their savagery, the Varn-Breakers are not mindless. They’re strategic in their brutality—targeting command nodes, air filtration hubs, and morale centers with frightening precision. Their raids are often preceded by days of silent presence: missing patrols, shattered bones found in patterns, the hum of ritual drums vibrating up through sewer grates. When they finally strike, it’s with all-consuming violence. And when they leave, only bones and cratered concrete remain. On Thauzuno, entire sectors go silent when the Skull-Crusher walks. And in the silence, everyone listens for the drumbeat of broken spines.
Narvex “Kin-Slayer” Vorran’s Cult
Narvex “Kin-Slayer” Vorran leads the Red Sigil, a murder cult defined by its surgical brutality and complete emotional detachment. Unlike the chaotic savagery of most raider factions, the Red Sigil is clinical—quiet, deliberate, and ritualistically efficient. They don’t gloat. They don’t mark kills. They vanish. Their killings are not for fear, chaos, or spectacle. They are simply deletions. Clean. Methodical. Absolute. Narvex was born into elite Vey’Zari society—engineered, educated, and expected to inherit status. That future ended at age five when he killed both of his parents with a sharpened tool and no warning. No dramatic break. No moral crisis. Just quiet murder. When discovered, he spoke nothing. Offered no explanation. From that moment on, he was alone—by choice, not circumstance. He disappeared into the fracture zones and never looked back.
The Red Sigil formed around him in the silent years that followed. No recruitment. No propaganda. Just others who saw what he did and chose to follow. They operate from beneath collapsed districts, gutted power cores, and cold reactor shafts—anywhere forgotten and inhospitable. They train in silence, fight without noise, and die without names. Members forfeit all identity, replacing it with encoded kill-tracks and sterilized ritual. Each wears surgical black, their skin marked only with obsidian-thread sutures, each line denoting a kill performed without error. Their operations are ghost-like. Entire outposts vanish. Syndicate officers are erased mid-transmission. Corp-guard patrols find only static and ash. The Red Sigil does not take credit. They issue no demands. They leave no graffiti, trophies, or survivors. Their work is cleaner than most corporate black teams, but without pay or motive. Their only currency is completion. They are known only by those who survive them—and even then, the memory is hazy, uncertain, like a wound healing over too quickly.
Other gangs leave them alone. Not out of fear, but discomfort. There is no pleasure in what the Red Sigil does. No frenzy, no thrill, no spectacle. Just execution. Just Narvex, cold and expressionless, surrounded by killers shaped in his image. What he built is not a following. It’s a weapon—autonomous, patient, and without mercy.
Zhaelen “Wild Dog” Vorrek’s Gang
Zhaelen “Wild Dog” Vorrek leads The Convoy, a feral gearhead horde of roadwar-borne maniacs whose loyalty lies not with blood, flags, or ideology—but with speed, combustion, and the roar of scavenged engines. The Convoy is a mobile wasteland fleet of retrofitted Pursuit Bikes, Varnak Assault Haulers, and Armored Courier Rigs strung together like a mechanical centipede across Thauzuno’s roads. They never stop. They don’t have a base. Their home is velocity. Their faith is the grind of steel. Each member is part raider, part mechanic, part death cultist, and completely unhinged. Vorrek himself is a legend stitched together from junkyard myths and backfired prayers. He’s rumored to have welded his own ribcage back together using a slag torch after a crash in the Zaleth Drainage. His left eye is a grease-smeared optic relay tuned to infrared and exhaust signatures. His mouth? Missing—replaced with a chrome-filtered speaker grill that distorts his voice into engine growls. He doesn’t talk so much as rev. And when he howls, the whole Convoy responds like throttle-snapped hellhounds. He doesn’t lead by shouting orders—he sets the pace, and they chase the storm he becomes.
The Convoy is a nomadic army of mechanical freaks and tinker-hounds, each vehicle customized beyond recognition. Tankers become fortresses, hover-wagons become drag-lancers, and motorcycles ride on blood-oil and welded blasphemy. Each rig is a mobile shrine to the crew’s madness—painted in ash-graffiti, stitched with flayed scavenger flags, and held together with scrap, chain, and spite. They worship combustion the way priests worship flame. Their engines are sacred. And any raider found mistreating a machine faces ritual “defueling”—a brutal disassembly, flesh included. Their tactics revolve around perpetual movement. Ambushes from under overpasses, fuel-line sabotage, high-speed boardings using grapple hooks and magnet boots—they turn highways into warzones and turn mag-tram rails into blood-soaked slalom tracks. The Convoy travels in loose formation, with flanker squads, decoy scouts, and spike-trap drones buzzing ahead. They rarely stop for long, but when they do, they convert rest stops into arena-pits and ritual garages—places where speed demons duel for engine parts, and old rigs are sacrificed to the fire. Everything runs on Vekras, fuel, or favors owed in rust.
To outsiders, The Convoy seems chaotic—a swarm of exhaust and screaming steel. But inside, it’s rigid in its own warped way. Ranks are earned in races, kill counts, or sheer mechanical mastery. The highest honor is to be a “Rigfather,” one who pilots a multi-axled death rig at the convoy’s center. The lowest? “Greaseghouls,” who crawl beneath tanks to patch leaks mid-battle. Each member bears at least one mechanical augmentation tied to their vehicle—whether jack-wired reflex limbs, oil-blood filtration implants, or spine-mounted carburetor rigs. To be part of The Convoy is to be part machine. To fall behind is to become scrap. And in their wake? Only blackened tire-marks and burning skeletons left to rust.
Zyrrik “Gravebait” Kalev’s Gang
Zyrrik “Gravebait” Kalev’s gang, known across the fractured transit sectors as the Lowhowlers, is a scavenger-blooded cult that thrives in the collapsed necrozones and mass-flood ruins left behind by failed reclamation efforts. Unlike the larger Raider hordes that swarm in open violence, Zyrrik’s gang thrives on decay—drawing their strength from forgotten sectors, old battlegrounds, derelict habs, and bodyfields never cleared. They don’t chase glory. They haunt aftermaths. Their dens are bone-piled underpasses and drowned tunnel hollows where the walls are soaked with black moss and whisper-vapors. They move quiet, strike ugly, and vanish like parasites under rotting skin.
Zyrrik himself earned the moniker “Gravebait” for surviving three confirmed burials alive—each a deliberate execution attempt by rival Raider lords. He crawled out of a mass-grave after seven days under hyper-compacted corpses and came back missing half his face. What remained—stitched tight by rust-wire and lacquered in char-ash—was less face and more a sigil. He never speaks directly, only through vox-husks implanted in the spinal columns of his lieutenants. These lieutenants—called the Exhumed—wear shredded riot armor etched with tally scars, each mark denoting a digsite ambush or corpsefield extraction. His presence is felt more in atmosphere than sight—when the wind carries the scent of formaldehyde and rotted meshflesh, the Lowhowlers are near.
The gang’s operational strategy is more necrotheatric than tactical. They excel in corpse-based warfare—booby-trapping old battlegrounds, turning abandoned war dead into minehosts, and using voice-splice mimics to lure enemies into sealed tomb-labs or radiation-choked vaults. Many of their weapons are “dug tech”—prototype or scrapped syndicate gear exhumed from burial silos and crashsites. Their guns are prone to misfire, their rigs bleed battery acid, and their chem-packs often scream when activated. But they know how to make it all kill. Each Howler carries a personal relic—usually a bone fragment, tooth-chime, or a fingerbone keyed to a dead commander’s ID-sig. These are believed to “guide the hand,” a superstition that borders on spiritual dogma within the gang. Zyrrik’s zones of influence are called Rotlocks—fractured sectors where flooding, collapse, or viral saturation has rendered formal occupation impossible. The Lowhowlers claim these ruins, seal them with spinewire, and set corpse-sentries at every ingress. Inside, they host rites: blood-vapour rituals, scav-hunts through zero-light corridors, or bone-lot ceremonies where leadership disputes are settled by how deep a challenger can bury themselves before sunrise. Their presence is both feared and loathed by syndicates, not just for their unpredictability but for their habit of scavenging deep-cycle data cores, corrupted AIs, and failed weapon-grade augmentations from sealed conflict zones. These artifacts often reappear months later in black markets—leaking, cursed, or half-awake.
The Lowhowlers are rarely challenged directly. To fight them is to step into a grave they’ve already dug. Even rival Raiders tend to avoid Zyrrik’s turf unless they're desperate or suicidal. When conflict does happen, it’s not a battle—it’s an excavation of horror. Corpses rise not from the dead, but from decay rigs triggered by footfall. Drones go blind. Air becomes glue. And the survivors, if any, return marked: eyes full of static, ears tuned forever to that howling hum Zyrrik’s gang leaves in their wake. The Lowhowlers aren’t conquerors, and they aren’t builders. They are the infestation left behind by civilization’s rot. And Zyrrik? He’s not a warlord. He’s a warning.
Tarkhal “Redwire” Mireth’s Gang
Tarkhal “Redwire” Mireth commands one of the most surgically cruel and tactically invasive Raider gangs still active in the irradiated gridlines of southern Zaleth Sector. Unlike most Raider cells that operate through raw brutality, Redwire’s pack functions like a neural infection—precise, invasive, impossible to trace until it’s too late. His operations revolve around sabotage, misdirection, and psychological bleed. Buildings collapse without warning. Power fails block by block. Corpses are wired into terminal hubs to broadcast pre-recorded death loops. He doesn’t lead raids—he choreographs collapses. His gang, known informally as The Red Conduit, specializes in infrastructure infestation. They worm their way into transit cores, tunnel-cable hubs, comm-layer bunkers—any place that holds the arteries of a zone—and begin rewiring reality around them. Redwire outfits his crew with stolen syndicate tech, jury-rigged mod-stims, and arc-grafted splicing rigs bolted directly into their spines. Every member carries at least one deadman relay on their body—ready to blow if captured or disabled. Most of them don’t even flinch at the idea. They’re used to being ghosts. Those who aren’t, don’t last.
Tarkhal himself is barely biological. His nervous system is spliced into a meshwork of exposed filament strands that hang from his arms like bloody fiber-optic dreadlocks, twitching in response to neural stimuli and atmospheric variance. He doesn’t speak with his mouth—he uses intercepted comm-net frequencies, his voice warped and layered through stolen encryption tones. His favorite method of intimidation is replay assassination: a victim’s final moments recorded through their own retinal feed, edited into a looping holo, then projected onto walls as a warning. It’s his way of marking territory. The Red Conduit doesn’t hold ground in the traditional sense. Instead, they roam from one destabilized sector to the next, leaving behind buried trigger-nodes, cascading overload grids, and hacked filtration systems that slowly poison the air. Their raids are nearly silent until the detonation phase, when entire infrastructure blocks implode from beneath. Survivors describe the chaos as “surgical dread”—a sudden shift from normalcy into blood-slick ruin. Redwire’s crew prefers to trap, isolate, and collapse before drawing blades. When they do fight directly, it’s because they want to bleed on you.
Even among other Raider factions, Tarkhal’s gang is feared less for their cruelty and more for their presence. They’re a bad omen. Their symbols—red coils spiraling around severed fingers—have been found etched into elevator control panels, etched into transit lines, even carved into the teeth of victims. Most Raiders avoid zones where the Red Conduit’s been sighted. Those who don’t tend to vanish—either folded into Redwire’s ranks as neural thralls or dissected and rewired into district-wide power disruptions. Tarkhal doesn’t seek conquest or chaos. He seeks collapse by design. And Thauzuno keeps giving him blueprints.
Rhazul “Child-killer” Korrus's cult
Of all the Raider factions known across Thauzuno, none inspire the same immediate dread as the splinter cult led by Rhazul “Child-killer” Korrus. The name is not metaphor, not exaggerated slander—it is brutally literal. Rhazul’s followers are infamous for one thing and one thing only: they kill children. Not for power, not for strategy, not even for profit. They do it because they want to. Because Rhazul tells them it is the truest form of fear, the purest act of erasure. His cult doesn’t bother with territory or diplomacy—they leave no message, plant no flag. They move like infection through cities, choosing targets that cannot fight back.
Rhazul’s cult is mobile, parasitic. They latch onto other Raider gangs temporarily, acting as saboteurs or shock agents. But they are not loyal allies. When their goal is met, they leave—or turn on their hosts. Many Raider leaders avoid them altogether, unwilling to risk the backlash. Even among the most psychotic factions, Rhazul’s group is treated as cursed. Stories abound of syndicate forces arriving too late to burnt-out shelters, with children's names smeared in ash across the walls. Others report finding remains arranged in crude, mocking parodies of family meals or play rituals. These are not war crimes. They are statements—deliberate, unprovoked, and unexplainable to anyone who hasn’t fully discarded every trace of conscience. There is no record of Rhazul ever speaking to an outsider. No manifestos, no demands, no calls for recognition. His group seems to function entirely off internal instruction. Recruits are said to undergo a final act of initiation that no one survives unless they have already done the unspeakable. Those who fail are not punished—they are used. Rhazul does not forgive failure. His followers claim he doesn’t even feel anger—only satisfaction when the work is done. And they do call it “work.” Not a cause. Not a crusade. Just work. Something necessary. Something routine. Something to be perfected.
Attempts to eliminate the cult have failed. The few who’ve survived encounters describe a calm, methodical slaughter with no emotion behind it. Like watching a process. Some speculate Rhazul isn’t entirely Vey’Zari—perhaps mutated, perhaps chemically hollowed—but most agree it doesn’t matter. What matters is the death that follows wherever they go. No one knows what Rhazul wants. No one believes he will ever stop, unless killed. The only mercy is that his cult is small. And even then, that might not be enough.
Outside relations
By their very nature, Raiders are lawless, corrosive elements within the already unstable fabric of Thauzunian society. They do not recognize treaties, trade protocols, or diplomatic norms. Anyone not embedded within their immediate gang hierarchy is considered either a resource or a threat—typically both. That includes other Raiders. Inter-gang violence is frequent and expected, often erupting over territory, loot, or sheer provocation. This total breakdown of allegiance ensures that no Raider group can be reliably manipulated or co-opted by external powers. Minor towns, megacities, and fringe outposts consider Raider presence a priority-level security breach. Syndicates use the term “black-glass zone” to mark Raider-held territory on urban maps, a warning that no command structure or negotiation will protect intruders from slaughter. Their reputation is so volatile that some defense networks automatically open fire on Raider glyphs, bypassing all confirmation protocols.
Major syndicates view Raiders as biological contamination—uncontained viral clusters of unpredictability, violence, and cultural decay. While internal power struggles between syndicates are constant, a rare unity exists when dealing with Raider incursions. Temporary joint task forces, bounty pools, and memory-tagged kill-lists are common responses to Raider infestations. Corporations employ anti-Raider security drones with autonomous threat assessment modules calibrated to prioritize Raider visual markers over all other identifiers, including weapons or contraband. Some syndicates have even resorted to using low-grade neurotoxins in border zones, sacrificing civilian safety to deter Raider foraging parties. Raider brutality is so severe that neutral factions sometimes leak intel on their own smugglers if a Raider gang is detected nearby—better to lose product than entire districts. Among mercenary guilds, Raiders are both curse and currency. Their unpredictability creates chaos ripe for profitable intervention, but the risk of engaging a Raider group is high. Contracts to clear Raider-infested corridors or reclaim scavenged tech are lucrative, but most merc units require hazard pay up front and full authorization for brutality. Raider encounters often escalate without warning—talking fails, surrender is ignored, and even if one group is eliminated, others may descend in response to scent, signal, or vengeance. Some mercenaries theorize that Raider cells track one another through pheromone war-dust or encoded wail-songs transmitted through infrastructure resonance. Whether this is myth or fact, guilds universally treat Raider engagements as rolling, multi-layer threats. There are no “clean” wins—only temporary survival.
Independent traders, smugglers, and data-runners approach Raider territory with deep ambivalence. While most avoid them outright, a few risk exchanges, offering black-market drugs, broken implants, or even prisoners in return for Raider protection during transit. These dealings are always one-sided, and the trader is often killed once they’ve outlived their usefulness. Still, some outposts whisper of “trade-spasms”—brief moments when a Raider cell, for reasons unknown, engages in transactional behavior. No one knows why these happen. Some theorize it's boredom. Others suggest ritual testing or some internal tradition. But the outcome is always the same: trust the Raiders, and eventually you’ll end up in pieces, remembered only as a warning. Raiders are not interested in wealth—they’re interested in destruction that feeds itself. Any appearance of diplomacy is bait.
Even exile factions—failed syndicate branches, neutral cults, or rogue guilds—avoid dealing with Raiders unless absolutely necessary. Raider behavior defies logic, ethics, and every form of control. Some Vey’Zari believe Raiders are the living proof of ideological entropy: purpose stripped away until only hunger, rage, and replication remain. Raiders are what happens when function decays faster than identity. For this reason, they are both feared and studied in secret by fringe researchers hoping to map their madness. But contact never ends well. Raider responses to such attention range from dismantling laboratories for parts to skinning the researchers alive and pinning their faces to water towers. Any relationship with a Raider faction is temporary, fatal, and increasingly common across Thauzuno’s fractured grid. Everyone wants them gone. No one knows how.
Technology
Raider technology is a grotesque parody of innovation—built not for progress, but for pain, intimidation, and barely-controlled chaos. Everything they use is scavenged, stolen, or repurposed from discarded syndicate gear, failed black-market prototypes, or battlefield debris. But don’t mistake that for weakness. What Raiders lack in precision, they more than make up for in brutality. They fashion rifles from repurposed mining tools, shape blades from torn armor plating, and wire unstable power cells into makeshift explosives. Most of their weapons are duct-taped to work for one more shot, coated in corrosive grease, and loaded with whatever unstable ammunition they can source. Efficiency isn’t the goal—lethality is. The messier, the louder, the more psychologically horrifying, the better. Raiders worship function through excess: nothing is elegant, everything bleeds.
Common among Raider tools are modified plasma torches turned into flesh-melting spears, shrapnel-based slug guns with no safety locks, and shock-hammers designed to rupture bone on impact while also releasing a short-range EMP burst. Raider engineers—if one dares call them that—are often chemically deranged tinkerers referred to as “Sparks” or “Bone-Welders.” They work in caves, ruined server halls, or the belly of wrecked transports, welding components with spit, wire, and cybernetic scrap pulled from corpses. Raiders don’t care how dangerous their gear is to themselves. Many of their devices short-circuit, overheat, or detonate during use, but to them, a weapon that kills its wielder is still a successful weapon—if it took something down with it. Cybernetics among Raiders are crude and horrifying. They often lack calibration, causing uncontrollable tremors, voice distortion, or spontaneous muscle spasms. Raider implants are usually ripped from dead mercs or harvested from smuggling convoys, then jammed into fresh users without anesthetic or compatibility protocols. Nerve endings are cauterized with shock-welds or chemically fused with acid paste. As a result, Raider cyborgs are twitchy, unstable, and terrifying to behold—eyes glowing at random intervals, limbs jerking with unpredictable strength, voices reduced to gurgling static. Some Raider warlords deliberately overload their implants for show, creating sparks, backlit scars, or electric distortion fields that pulse with their rage. Raiders don’t need their tech to be clean—they need it to hurt.
Communications tech is minimal, but effective in its own twisted way. Raiders use hacked meshgrid nodes, stolen syndicate relay beacons, and short-burst encrypted scream-casts to coordinate attacks. Their messages are usually encoded in noise—high-pitched shrieks, distortion pulses, or rhythmic thuds that double as sonic harassment. These transmissions sometimes trigger psychological distress in unshielded listeners, causing panic, hallucinations, or unconsciousness. Raiders also deploy “wail-beacons,” scavenged speaker arrays rigged to loop torture audio, blood-slick laughter, or ghost-signal mockeries of distress calls. These are planted in megacity fringe zones before a raid begins, sowing confusion and fear. Raiders don’t just use tech to fight—they use it to infect. Perhaps the most unsettling Raider technology is their use of biomech hybrids—half-dead constructs bound together with wire, bone, and screaming machines. These horrors are not mass-produced; they are rituals. A Raider warband may take a fallen comrade, hollow them out, implant a guidance core stolen from a cleaning drone, and fill their body with knives, noise modules, and data venom. These constructs, called “Hollows” or “Screamers,” are unleashed during raids to disorient and maim, often targeting allies and enemies alike. The line between machine and corpse is irrelevant to a Raider. If it moves and kills, it belongs. Their tech doesn’t serve them—it becomes them. And the longer they survive, the less anyone can tell where the Raider ends and the weapon begins.
Raiders
Organization type
Rogue, non-affiliated, ultra-violent collective
Motto/Slogan“Take whatever you want. Leave none alive”.
Founded1766 (confirmed only from the first ever raid)
FounderUnknown
Supreme LeaderTorvek "Blood King" Tazvir (current)
Notable Raiders- Vazrenn “Blooded” Thorrik
- Zhakkor “Wrenchjaw” Drayven
- Tarnex “Grin” Korrav
- Torvek “Crater King” Draxxil
- Veyruk “Skull-Crusher” Jhaelun
- Narvex “Kin-Slayer” Vorran
- Zhaelen “Wild Dog” Vorrek
- Zyrrik “Gravebait” Kalev
- Tarkhal “Redwire” Mireth
- Rhazul “Child-killer” Korrus
Various
Operates asTerror cell network
Scavenger cult
Industry- Extortion
- Trafficking
- Urban destabilization
- Black market scavenging
Greater Thauzuno
Outskirts of most Major Mega Cities
Core activities- Ambush and slaughter
- Kidnapping for Ransom
- Infrastructure sabotage
- Weapon trafficking
- Cybernetics trafficking
Exact numbers unknown
Known alliesNone officially recognized
EnemiesAnyone they want
Tactics- Hit-and-run ambushes
- Traps in choke points
- Fake surrender baits
- Loud chaos for distraction
- Drugged-up berserker charges
- Night or fog attacks
- Booby-trapped loot
- Decoy distress calls
- Tunnel sneak-outs
- Psychological intimidation with corpses and graffiti
Extremely Dangerous
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