Dustrider Militia
Dusters, Dustriders, Gunhands
Overview
The warring of the Harbingers drove thousands from their homes. It was from these individuals and those that sought to avenge the fallen that the Dustriders were born, dissimilar yet unbowed by adversity and calamity and united by a burning vengeance. A ragtag band of rebels soon became an army, then several armies, their growth spurred by an influx of vengeful refugees and insurgents. Their unity is a tenuous one, as many of the squads stand watch over adopted communities or hunt monstrosities for coin.
Symbol
A windmill with 4 big petal-like vanes, lifted by 3 poles. This represents the ideals of Oasis, which thrived in the wind-blistered Dustlands. The four vanes represent the Miraji and the Harborfolk while the three poles represent the alliance of the three people.
Lore Level: Low Medium
Duster lore is more involved, with the traditions and histories of a person’s Company of being prime importance (if they are part of one). However, the concept of a cowboy is easy enough to grasp for most players.
Aesthetic
Besides the long duster coats that resemble their own names, Dustriders are also seen in wide-brimmed hats, ponchos, thick boots, and bandanas or scarves with sturdy vests, and suspenders beneath. Many of these garments are descended from their communities in the continental southwest, but keepsakes and tokens of the villages they stopped in are also worn by most of these hard-bitten folk. For example, more spiritual individuals may feature abstract designs on their garments. Those who have Central American influences may feature more colorful clothing besides the tans and the dark hues that are normally associated with the Dusters.
Outlook
Strangers in a Strange Land: The Dustriders are newcomers to Mid-Atla’s people and its climes. This feeling of being an outsider and not necessarily welcome is usually dealt with in one of two ways: many Dusters are gruff and polite, keeping to their own business and never minding the business of others. On the other hand, more than a few of these folk go the other way -- they are friendly and the first to offer a handshake to strangers.
A Lifetime of Exodus: Much has been left behind in the Ride East. This makes the average Duster less sentimental and more forward facing than others. For these individuals, the painful past is just another thing they left behind -- the tomorrow they’ve fought for is still in their sights and deserves their true focus. This means that they are less willing to keep throwing good money after bad and potentially, more willing to forgive a slight (unless it is a terrible wrong).
The Code: Their time on the road may make a few of them utter survivalists, but many Dusters draw their strength from a code of conduct. It varies from Duster to Duster, whether it’s a restriction on who they can kill or protection to a person that enjoys their hospitality. This code does not always align with the laws of a place, but Dustriders often live and die by what their heart tells them.
Keep your powder dry: Lifetimes of lessons on vigilance have taken their toll on the Dustriders. They never let their back to a door, they keep away from windows (unless they’re watching), and they’re always ready for trouble. Unfortunately, this can sometimes lend to an air of paranoia where danger is lurking around every corner and behind every smile. The wise Dustrider knows when to let their guard down and believes that their allies will have their back in those times.
The Whispers are watching: The Dustriders are believers in spiritual entities, both baleful and benign within the World Beyond the Fall. Thus, they make sure to follow any taboos or rites that they need to perform, sometimes making Outsiders think that the Dustriders are superstitious folk. Arcanists among them tend to be either Animancers or Diabolists that serve or commune with the Whispers of the Wild.
Names
Dustriders are from the west and southwest originally, though their roster saw some additions as they fled the Harbingers. Thus, their names run the gamut of different cultures and types. Many simply use nicknames while a growing majority of Risen and their allies have taken to being named after a token from their new lives or of their journey. For these individuals, it is a symbol and a coping mechanism of what they’ve lost and the new person that they are.
Example Names:
Spurs Villanueva is a hot-headed gunslinger with a shooting iron, a hatchet, and a hankering to use both upon any horrors or beasts that he finds.
Horizon Hill is a Risen Psion with ties to the spirit world, commemorated in half-remembered rites and solemn meditations. She has some memory of the Ride East and the Ember War, even of her ranch in the southwest, but such flashes of remembrance are all she has of that past life.
Jonas O’Spades is a Seraph with all of the reputation of a trickster demon. He left his posse to throw dice and game cards, but he did not leave behind his shooting skills.
Example Character Ideas:
The following are some character concepts that may be seen from this Free Tribe. If desired, feel free to use or alter one of these for your character.
Bounty Chaser: These folk are hunters of game, outlaws, and monsters. In the Ember War, they were scouts, trackers, and spotters against the Harbinger Hosts. These days, they are paid to seek and find those beyond the reach of the law, whether their quarry is criminal or abomination.
Suggested Classes: Ranger, Warrior
Card Sharp: The Dustrider Militia endured decades of war against the Harbingers but, between all the fighting, was gaming, be it in dice or cards. These folks excelled at it, much to the chagrin of their fellows. Places they visited eventually shunned them and they drifted from group to group, looking for companionship that could stand to lose a little or for a score big enough to retire on.
Suggested Classes: Ranger, Counselor
Gun-Witch: Not every shaman or preacher among the Militias is a Gun-Witch, but the rough-and-tumble decades against the Harbingers made sharpshooters and monster-killers out of many pious folk. The Ride East wore away at the old traditions, especially from those who walked the path of spirits and unseen whispers. The old ways can sometimes be perceived in the occasional Gun-Witch regardless, having picked up bits of lore and craft on their journey.
Suggested Classes: Arcanist, Ranger
Steelhorn: The Ride East was not done only on foot or steed, but also on salvaged engines and motors. The Dusters credit the Scavvers for their Magna-tech engines, but it was the skilled hands of Steelhorns that kept these volatile machines intact and the Dusters’ guns unjammed. Such was their expertise that they were named after the vehicles that were the backbone of the Militia. Rugged, yet precise, these tinkers and junkers still practice their craft among the Militia, though some now ride among the Scavvers they resemble or have founded lives among the recovering towns of the Mid-Atlantic.
Suggested Classes: Builder, Rangers
Vaqueros: The oldest Vaqueros are said to be lawbringers and judges that survived the trip east without dying to a desperate last stand. Nowadays, they and those they’ve trained are protectors of caravans and defenders of homesteads. Some towns even sought to employ them as a policing force for their communities. Despite the prestige of such a position, most Vaqs decline, choosing instead to ride with their Militia and take up more dangerous jobs in the worst places of the Mid-Atlantic.
Suggested Classes: Counselor, Ranger
Leadership
The Tombstone Council are the leaders of the three biggest Duster Companies that chose not to return west. These are the Bon Timoun, the Hammerlock, and the Springwheel Companies. While they are affiliated and friendly with towns, they are their own governing bodies. This Council has the ability to call upon Duster Taskforces for aid and who pay out bounties for ex-Dusters who prey upon the innocent. While they are not always expected to direct their Companies in the same direction, they are an unstoppable influence on the Dustriders as a whole when they cooperate.
Each Council member has obtained their office through the election and will of their peers. If enough of a Company’s senior officers disagree with its direction, its leadership may find themselves ousted -- sometimes with great violence.