Lore4 min de lecture

Who's who in Aurin: the Guilds' people, the scavengers and who to avoid

Hardly anyone in Aurin flies a flag. Who lives, works and shoots in the system of COLONIZED: the people of the five Guilds, the crew that receives new colonists, the independents, the two houses, the groups hostile to everyone and how to tell them apart at thirty metres.

Ce contenu n’est pas encore traduit. Affichage de la version English.

Render of a white Revenant and two XASTER ships over the night side of a planet, with colony lights below
Render de nos propres vaisseaux, réalisé dans Blender. Ce n’est pas une capture du jeu.

L’essentiel

  • Almost everything built on the ground in Aurin is neutral or belongs to the five Guilds, and treats the Zenith and the Nadir alike; each house owns only its own cities.
  • Four groups are hostile to everyone: the scavengers, the smugglers, the Cementerio de Aura pirates and the automated security of Ípsilon-7.
  • Scavengers wait until a crew has finished mining, land behind it and go for the cargo; vibrosteel's signature is what draws them.
  • This is the canon of the universe, from the Codex. The current build has human enemies with AI that take cover, flank and reload; faction warfare is still in design.

Hardly anyone in Aurin flies a flag. The people who raise the villages, smelt the metal, guard the passes and sell the maps work for the five Guilds, and the Guilds work for whoever pays. The houses have their cities and their war; the rest of the system belongs to whoever works it. This guide is the canon of who you run into, as the Codex records it in the people of Aurin.

The current build has human enemies with AI that take cover, flank and reload. Which groups appear in each alpha wave will be in the alpha notes; faction warfare, sieges and missions are still in design.

At a glance

Group Who they are Attitude How to tell them at thirty metres
The Forge labourers and smelters neutral; no fighting in their compounds orange overalls
The Pioneers settlers, medics, cooks neutral beige overalls
The Pathfinders cartographers, sensor operators, pilots neutral blue overalls
The Vanguard garrisons and mining escorts neutral, unless you force your way in plain olive with a yellow stripe on the shoulder
Apex Syndicate trackers and hunters neutral woodland pattern and hanging trophies
El Tizón miners independents on Cinera neutral amber headlamp, soot-stained overalls
Guardia Vertical the Zenith’s military and police arm the Zenith’s white and gold, cyan visor
Flotilla Libre the Nadir’s militia the Nadir’s stitched-together patterns, amber lights
Guardabosques the Nadir’s keepers of Ithera’s fauna the Nadir’s green with a brown cape and an antenna
Descarnados the Nadir’s radicals they don’t warn you black, no insignia, covered face
Scavengers unlicensed salvagers hostile to everyone dirty sand pattern, mismatched helmets
Cementerio pirates the scavengers of the vacuum hostile to everyone three hand-painted red stripes on the helmet
Smugglers whatever slips past El Fiel hostile to intruders they decide fast: client or intruder

The colours come from the notice board at El Bastión, reproduced in the Codex as an archive document. None of the people in overalls carries a weapon: if someone in overalls points a gun at you, they are not overalls.

The Guilds’ people

Everything built on the ground is neutral or belongs to people without a side, and treats the Zenith and the Nadir alike; only each house’s cities are its own. The Pioneers keep villages, El Vivero’s medicine and shelters open to anyone on the storm routes. Apex Syndicate hunts from El Aguijón, by quota. The Forge runs the foundries and refineries, from La Fragua Baja to the Refinería Yermo on Kharsis, and allows no fighting inside them. The Vanguard garrisons El Bastión and escorts mining crews at El Yunque: come with a contract and you find shelter; force your way in and you find the garrison. The Pathfinders sell maps and readings to both houses. The whole story is in the five Global Guilds.

The crew that receives you

In the canon, a newly arrived colonist is picked up by an induction crew led by Vedma Oleiro, foreman and pilot of the Tozuda, a Tortuga with twenty years of patches, with Chemo Ardal and Tais Renne as labourers. They are paid per head that stays on its feet, and they say so plainly: “We’re not your friends.” They teach new arrivals to mine and to come back with the cargo.

Without a guild

The independent miners of El Tizón work in the dark on Cinera every time Aurin flares. Cantina keepers move their flying cantinas to wherever the customers are. The stevedores of El Ancladero on Ashkar load the cargo bound for the Cementerio de Aura. And on Tirane, the sanctuary moon, pilgrims walk between the lanterns to Puerto Aurora: nobody shoots there.

The houses

The Zenith have the Guardia Vertical, with its training officers, the Archons. The Nadir have the Flotilla Libre, a militia with no single command, the Guardabosques, who watch over Ithera and its fauna, and the Descarnados, who sabotage the Zenith’s technology. They live in their stations, El Pináculo and El Fondeadero. In the current build you choose a side when you enlist, and the choice is permanent; more in the Zenith and the Nadir.

Who to avoid

The scavengers live off salvage that isn’t theirs. They wait until the work is done: an old Tortuga sets down in a clearing behind the crew, a few dozen metres away, and a voice on the open channel says “Leave the ore on the ground and your boots on.” They fight in threes from behind the rocks, miss more than professionals do and don’t leave: a crew that takes cover and fires back drives them off. Vibrosteel makes their job easy, because its signature can be picked up from far away; in the canon they turn up most at El Reloj de Arena on Kharsis after each storm, at the deposit on Ashkar and in Kaldrek’s Campo de Fumarolas, and hardly ever on Ithera. Where each ore is, and why vibrosteel draws company, is in where to get technalite.

The Cementerio de Aura pirates are the scavengers who work in vacuum, as far out as the Baliza Confín. The smugglers keep whatever slips past El Fiel, the customs post of Melvara, in hideouts that appear on no map, and tell no factions apart, only clients and intruders. And the automated security of Ípsilon-7, the Pathfinders’ data centre, doesn’t tell colours apart either.

How they act

In the canon, guards of any side work and chat at their posts until they see you; then they go on alert, draw, shout a warning and fire from where they stand, and only take cover once you shoot back. Civilians run at the first shot. The fauna follows its own rules: those are in the Aurin fauna guide.

Read the people of Aurin in the Codex · Apply for the closed alpha

Questions et réponses

Are there NPCs in COLONIZED?

Yes. The current build has human enemies with AI that take cover, flank and reload. In the canon of the universe, the system is full of people: the five Guilds' workers, an induction crew for new colonists, independent miners, cantina keepers, pilgrims and the forces of the two houses.

Who are the scavengers in COLONIZED?

In the canon, unlicensed salvagers who ambush mining crews just as the job is done. They land an old Tortuga behind the crew, go for the cargo and shoot the Zenith and the Nadir alike. They call themselves corsairs; nobody else does.

Is there anywhere safe in the Aurin system?

In the canon, Tirane, the sanctuary moon, where nobody shoots and nothing is extracted. The Forge also allows no fighting inside its compounds.

Sources

Les chiffres de tiers renvoient à leur source. La date est celle de publication ou, à défaut, le jour où nous avons consulté la page.

  1. The people of Aurin (Codex) · COLONIZED · 2026-10-15
  2. The scavengers (Codex) · COLONIZED · 2026-10-15
  3. COLONIZED in facts · COLONIZED · 2026-10-15