Dustrider Society


Like many of the Free Tribes, the Dustriders are comprised of several different groups with only some shared culture between them. That said, the Ride East has smoothed over many of their differences and mingled their cultures together. 

The Ride East

The trials of the Ride East shaped Dustrider society for 60 years, changing traditions from the Long Fall’s changes. The Dustlander, Miraji, and Harborfolk were thrust into a difficult and nomadic existence of constant vigilance. Cooperation and fellowship were their main salvation throughout all this and this is reflected in their own shared culture. 

When they were able to, the Dustriders stopped and camped to ensure that everyone was rested. However, chores and duties never ceased during their travels -- there was always a wagon wheel to mend, livestock to feed, food to hunt, etc. Far from being one gigantic caravan train, the Dustriders were actually several such groups -- each had some autonomy and independence but all helped each other. These caravans would eventually give rise to the Companies and the Taskforces.

The Company and the Taskforce

Not every Dustrider belongs to a Company, especially after they settled in Mid-Atla. However, the Duster Companies and the Tombstone Council that leads them are their communities’ movers and shakers. They are rostered by the Dusters’ heroes and legends. The Companies also nurture the new generation and other non-Duster recruits toward their own greatness and the betterment of their people.

The Company is a social, economic, and military group. They roster 50 to 150 individuals, not counting their affiliated allies and contacts. Within a Company are chains of command and bonds of fellowship. Also, the Company’s contracts and enterprises serve to sustain its members and allow its advancement. 

Within each Company are the Taskforces -- each is a smaller group (5-10 people) that is associated with the Company but can function autonomously. When the Company’s leadership (aka the Commander) wants a task completed, they turn to their Taskforces to perform it. Similarly, the leadership manages the various Taskforces (as well as having their own Taskforce), sending them to leads/contracts or pulling them out of situations as necessary. Despite the name, a Taskforce need not be comprised of warriors and gunners -- they can just as easily be a group of herbalists or merchants under the auspices of the Company. 

Though they may travel a lot, every Company usually has a headquarters they call home. Most Companies have a homebase in New Oasis but nearby towns are no strangers to the Dustriders. Furthermore, a Company may have safehouses, allies, or similar havens in multiple towns -- in these places, a Duster can put up their feet and relax their guard. 

Social Strata

Below are the various social rankings within a Dustrider Company. The Commander is elected by the group for their expertise, their merit, and their seniority. Thusly elected, the Commander appoints their Captains, who then appoint the Officers in their Taskforce. 

Commanders who abuse their power or those who are otherwise unpopular/unskilled may be ousted from their position by their subordinates -- occasionally with violence. If enough Captains band together, they can turn an entire Company against their Commander. 


  • Councilheads/Slabs: The three Commanders of the biggest Duster Companies. Through their Companies’ influence and might, they can persuade/strongarm the other Companies toward a greater direction. This position is NPC only. 

  • Commander/Chief: the leader of a Company, directs its operations with the help of the Captains. The Commander leads their own Taskforce as a Captain. 

  • Captain/Caps: These are the leaders of the Taskforces and advisors to the Company Commander.

  • Officer/Drivers: Officers help the Captains manage their Taskforces, driving the Gunhands toward objectives and through hardships. 

  • Gunhand/Hands: This is the base rank in the Company. Gunhands with greater seniority tend to have more say than new recruits.

Upbringing

Every Dustrider alive was born in the Ride East, whether it is in a stopped wagon or in a friendly settlement. Each birth is a blessing to the Dusters, though they celebrate them in their own way, whether it’s a Miraji Blessing, an Oasis Shindig, or a Harborese Fais-do-do (Faye-dough-dough). Especially celebrated are the times when multiple individuals are born in a short span, with smaller festivities leading up to a bigger one.

The parents in question are given a reprieve from their many duties, with their Taskforce and/or their family covering any slack. After a few days or a week, the Dustriders continue their journey.

Even before a child can walk, they accompany their parent on chores -- usually light duties or ones within the confines of the Company.  In their infancy, these children are carried by their parent. When they are better at walking, they give additional assistance when they are not playing.

As a child grows, they are given to more complex chores, as well as a few hours with caretakers and educators called Taskers. These adults provide primary and secondary education, though their teachings may also involve chores, contests, and other types of “physical learning”. They are typically retired individuals or those with expertise for the task. 

Upon reaching the end of adolescence, a young Duster endures a ceremony that celebrates their passing into adulthood. They are sent out to hunt dangerous prey such as a razor boar or dire gator and bring it back to the Company for a feast. Oftentimes, Duster youths undertake this rite as a team to take down multiple prey or a particularly dangerous one. 

Duster adults usually end up joining their family’s Company but it’s not unheard of for a Dustrider to seek out a different Company. As the years progress, the Duster works with their peers and gains experience in protecting and advancing their Company and the Dustriders as a whole. In the unlikely event that they survive to old age, they may become Taskers to aid the next generation or retire to a similar non-combatant role. 

Stigmata among the Dustriders

Even before the Ride East, Oasis and Harborage drew all types of folk to shelter and trade in their borders. The Unmarked mingled with Chimera, Psions, and Seraphs. In particular, the Miraji had many Psions among them just as the Harborfolk had Seraphs in their ranks. 

Risen individuals were given wide berths at first but the unity of the Ride East rid the Dusters of that prejudice. Metabionics and Eidolons are rarities, but after the Ember War, a few can be found among the Dusters.


Laws and Punishments


The Laws of the Company are at the design of its Commander, though they need to at least have the approval of their Captains. However, the expectation is that it will be enforced by the entire Company. Captains and Drivers can be especially involved in matters of crime or the Commander’s whim, especially when a specific situation requires violence. 

Generally speaking however, Companies punish their roster for universally reviled crimes such as theft, murder (as opposed to killing in self-defense or in war), assault, arson, unlawful mutiny, and similar offenses. 

Punishments and Sanctions: Almost universally, the Dustrider Militia favor the following sanctions to those who violate the laws and mores of their community. Although they may have homes and towns now, these reflect the difficulties and duties of the Dusters’ nomadic existence. 

  • Toil: The upkeep of a Company requires tasks across the spectrum of tolerable and brutal. Examples of the latter include latrine work and dung collection.While most of the latter labors are taken by turns among the Company, a Commander or Captain can sentence a Duster to a week, a month or even a year of Toil. 

  • Flogging: Flashier than Toil but far less useful to the Company is Flogging. The pain suffered by this public spectacle is significant but less so than the humiliation to one’s own peers and family. This punishment is inflicted upon those who directly disobey/disrespect a Company’s Commander. For Captains and Officers, this may precede a demotion. 

  • Castoff: For egregious offenses, a Commander may choose to eject an individual from the Company. This is usually appealed by one’s family with varying results based on the influence of the family, and the nature of the offense. In addition, all other Companies are made aware of a Castoff’s status and actions (though they may or may not take these into account). 

  • Exile: This is similar to being Castoff, but far worse as it is an immediate eviction from the Company. In the harsh wilderness of the World Beyond the Fall, it is practically a death sentence. An Exile or Castoff who continues to follow their former Company may be shot by its sentinels.

  • Execution: An extreme and rare measure is the Execution -- these individuals have become too dangerous to the Company or any other humans. They are personally shot and dealt a Death Blow by the Commander or a Captain. The leaders of a failed mutiny are usually given this punishment as they are deemed too dangerous to let live. 


Territory

More than a few towns have elected to take in the Dustriders, despite their differences in culture and their expertise at violence. Sometimes, it is precisely because of the latter that they are allowed to settle down in these places. That said, the three towns below are where most of the Dusters have decided to call home. 

New Oasis

Formerly a provincial capital, Camp Hill (now New Oasis) recovered from the Long Fall as a crossroads town. It saw traffic from Grailguard, Cartel, Scavvers, and Packhunters. It was even the subject of a few Hellhound raids before the Grailguard and the now extinct Barmy Bakers Cartel extended their protections to it. The town was evacuated during the War over Embers and the Bakers would be one of Harbingers’ many victims. 

The Springwheel and the Hammerlock Companies would help in the town’s reconstruction, as they did in its evacuation. In time, the Hammerlocks would take over the peacekeeping and defensive duties from the Cartel. Springwheel engineers and carpenters helped with the town’s infrastructure. This was met with some friction from the Shielding Palms and the Peace Makers, but nothing has come of it. 

Rose Hill

This town was one of the side stops of  the Cartel’s southern trade route. While they refused to the Cartel’s help, they benefited in the trade that came to other towns The Ember War drew all but the most essential sentinels from their allied towns, leaving  this town vulnerable to the irradiated horrors from the Capitol-Valtima ruins. Having heard of their plight, the Bon Timoun and Ghoststar Companies went to assist them. Forever thankful for their help, the town serves as yet another haven for Dustriders in need. Some have even settled down here, despite its proximity to dangerous ruins. 

Tombstone

This is a Duster built town, raised by Harborfolk, Miraji, and Dustlanders from a dead one. In ensuring the safety of Rose Hill to the south and New Oasis to the north, the Dusters quelled the spectral armies that slaughtered the living in the area. This required the combined efforts of many Companies but the task was completed after only a half-year’s work. 

They named the town “Tombstone” after the folk they left behind and the guiding council of the Dustriders. Besides New Oasis, this is where most of the Mid-Atlantic Dustriders make homes, especially the Firebrands. Much of the spiritual energy still remains, to the interest of the Ghoststars and the Bon Timoun.