Amkha Organization in Lyx | World Anvil

Amkha

Living a mostly peaceful existence along the northern mountain ranges of the Nosevi Range and Merdevine Range are the lupine Amkha. Every tribe is distinct from one another, but as a unified whole they share certain similarities. Amkha have a cultural predisposition for augmentation; they generally live quiet lives on their own or in small populations, they have a deep reverence of their ancestry and turn to them for guidance; and most share a belief that all machines, Activated or otherwise, are host to spirits of the past. It is fair to say most Amkha are augmented in some way; grafts are inherited from previous generations when an Amkha is of a certain age, and often these machines are alive, able to speak with and give guidance to their new hosts. Some Amkha relics have been passed down through generations for hundreds of years, and are revered among the Clan as wizened mentors. This practice of machine inheritance and reverence can be predated to shortly after the Second Cataclysm, when the machines of Lyx were simultaneously wiped on a global scale.   Amkha are known for their practice of sending those of a certain age out into the wastes on journeys as a rite of passage: sometimes to a specific destination, such as a distant shrine, or just as likely a specific landmark on the continent far enough away to justify calling this journey a pilgrimage. It isn’t uncommon for the typical traveler to come across one of the wolves on their own personal journey of worldly discovery- often these travelers are eager to see what the world has to offer, and to return home with new, wild stories to share with their families and fellow tribe members. This rite of passage is typically given to those just entering adulthood, when they are entrusted with one of the machines passed down through their tribe- an event of great significance among their people.    

Amaranth

  The Amaranth are mainly clerics in the lowlands south of the Merdevines, maintaining and restoring the natural landscape and providing agricultural sustenance to the other Amkha clans in the region. They’re renowned for their ability to maintain foliage, crops, and anything that grows from the ground. Their augmentations are generally utilitarian in nature: gardening tools, blades to cut away underbrush, tools to break up rocks and debris. Many Amaranth collect plant samples on their pilgrimages to take home with them, and cultivate gardens full of exotic foliage.   Being natural botanists, the Amaranth are uniquely suited to living in the wilderness by themselves. They can usually find organic solutions to anything that ails them, and as such they are quite good at identifying things in nature- be it antidote, healing, or just finding something tasty to eat. Parties traveling with an Amaranth enjoy the benefits of never going hungry while they travel through the wilderness, and they’re eagerly welcomed in parties of all types.  

Asphodel

  The Asphodel are peaceful monks that inhabit the industrial ruins, making their monasteries in the shells of ancient warehouses and factories that they've turned into places of quiet contemplation. They are introspective and quiet by nature, and often meditate for hours in silence, seemingly unaware of the world around them. The typical Asphodel is almost always quiet, only speaking when prompted; their view of the world and their place in it is one of gentle harmony, and as such they are not easily driven to extreme displays of emotion.   Despite their gentle nature, the Asphodel are well-versed in combat. Their monastic practices involve extensive physical training, and an Asphodel monk can defend themselves handily. Asphodel on pilgrimage are capable fighters, and many practice a fighting style that some describe as a flowing dance of many tiny blows. They are slow to anger, however, and only resort to violence when absolutely necessary, as it often is in the wastes- conversely, they are quick to defend their own and will mercilessly subdue threats to their friends and traveling companions.  

Helleborus

  Opposite the Asphodel in Amkha society are the Helleborus: warrior-monks that live in the highest peaks of the Merdevines, thriving in the frost-bitten peaks and training in ancient fighting styles that they've updated with cybernetics. They are renowned for their seemingly superhuman ability to keep fighting well beyond their bodies limit, despite sustaining massive bodily damage with grievous wounds. They are also known for their good nature and friendliness, as well as their riotous religious ceremonies that can sometimes last for days, complete with singing, dancing, mock fighting and plenty of libations. The Helleborus have a notoriously short temper, but are quick to forgive and move on- often starting fights over trivialities and then drinking with their opponent immediately after. Most Helleborus are garrulous, lively sorts with very little reservations, and are happy to make their presence known wherever they go; as well as generally being the tallest and brawniest of the Amkha, they are also considered to be the loudest, for better or worse. They are known to be proud, boastful, joyful, lovers of jokes, grand stories, fighting and drinking. Their taverns are well loved among travelers to be places of liveliness and indulgence, and generally a place where everyone is your friend when you walk through the door. They love their brethren and friends dearly, and will defend them with reckless abandon.   The Conveyances passed through the Helleborus ancestry are weapons of massive size and destructive power, or augmentations that help the host lift such a weapon. A Helleborus berserker is a fearsome opponent, swinging hunks of sharpened metal with incredible force; more than one of their traveling companions has claimed to have seen the wolves cleave through vehicles with their massive blades. As rowdy as they are, they share the solemn reverence the other Amkha have for their ancestry, and many of them on their pilgrimage see the task as a way to bring honor to their clan- along with more stories to tell in the tavern.    

Myosotis

  The Myosotis are unusual for Amkha: they are mainly nomadic bands of just a few members that travel the mountains and coexist with the other clans. They have no centralized home but instead act as messengers, post, and reserve defense force for the Amkha nation. They are well-loved by the rest of the Amkha, and they are welcomed anywhere they go in the territory. Many of the other tribes rely on them to bring news of the outside world and happenings from the other side of the mountains. Their number is much smaller than the rest of the Amkha, and since they do not stay in one place for too long, it is difficult to ascertain exactly how many of their kin there are in the world. Their existence is often a lonely one, being on foot for days or weeks at a time; when they stop to rest, they are known to indulge in the comforts of society quite eagerly. Myosotis love swapping stories of their time on the road, especially when it’s over drinks.   Their cultural identity is an amalgam of everywhere they’ve been- they pick up slang from other travelers, religious practices from monasteries they visit, recipes from far-off lands, games and songs from those that welcome them into their midst. A traveling companion to a Myosotis will learn a hundred small things from all over the world, and will eat dishes they never knew existed. Since their entire existence is one in transit, they do not have a Pilgrimage like the rest of their kin; instead, a Myosotis is considered to be an adult when they have shown they can survive on their own for an indefinite period of time. Still, many choose to accompany other Amkha on their Pilgrimage, if not just for the chance to see the rest of the world. Travel is deeply ingrained in the tribe, and a strong sense of wanderlust lives in the heart of every Myosotis.   Myosotis form close bonds with their traveling companions, whether kin from their tribe or bonds formed with outsiders to the clan. They are reliable companions, and can always be expected to be a team player no matter how rough things get. Their individual personalities are as varied as the cultural tapestry each of them embodies, but a unifying trait among them is loyalty to those they travel with: if you’ve got their back, they have yours.
   
   

Conveyance

  You have a mechanical limb, body part, tool or weapon, referred to as a Conveyance, an Activated Machine that has been entrusted to you by your elders as a living embodiment of your ancestry. This augmentation does not need a power source, and is for all intents and purposes ‘alive.’ It can speak to you alone (or anyone with whom it has properly held communion), it was the companion of those that came before you, and bears their experiences and knowledge- from it’s own point of view, at least. You can consult your Conveyance at any time to ask it’s advice on any matter, or just to talk- they often have a lot to say (and sometimes colorful personalities), and have been around long enough to form interesting views of the world.
Location
Neighboring Nations
Related Ethnicities

Allies, mutual protection

Amkha
100
Giyara
100
Amkha and the many divisions of Giyara are close allies, the former seeing the latter as the embodiment of their own spiritual beliefs, and the latter seeing the former as valuable allies in a dangerous world. They will fight to protect one another and are equally welcome among one anothers kind.

Allies, mutual protection

Matrica
100
Amkha
100

Largely unaware of each other

Makari
75
Amkha
10
Makari keep tabs on Amkha as they do everyone, and they have come to respect the wolves and their tenacity. The Amkha are largely unaware of Makari presence.

Friendly

Amkha
75
Sera
75
Though the two are separated by vast distance, the Amkha and Sera have a solid rapport with one another.

Wary

Solace
75
Amkha
-10
The Amkha have held zero tolerance for Bound Solace for most of recorded time. They have been known to actively hunt down Hives and cleanse them with detached efficiency, and in return the Hives tend to be careful around Amkha settlements.   Things have changed somewhat after the Excommunication. Detached know very well that they were liberated by the effort of a solitary Amkha ( Aster Lugard of the Asphodel tribe), and tend to hold his kin in high regard, occasionally entreating their help in surviving the wastes. The Amkha are considerably more wary, and tend to be slightly distrustful of this new form of their ancient enemy. Trust tends to come from individual Amkha and do not typically reflect the views of their tribe.

Peaceful, trade-approved

Amkha
50
Ibbek
50

Peaceful, do not interact beyond trade

Amkha
0
Koa
-10
Amkha & Koa do not interact unless it is absolutely necessary. The Amkha see Koa as curiosities, misguided purists who revere the same entities as they do; the Koa see the Amkha as brutish and unsophisticated, unstructured at best and offensive at worst.

Non-aggressive, do not interact

Amkha
-50
Trusik
-100
While the two do not typically outright fight one another, tension exists between the Amkha and Trusik. Neither faction is particularly fond of their neighbor. They are largely content to pretend the other doesn't exist.

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