Dustrider Militia

Dusters, Dustriders, Gunhands


Artwork by Nicco Salonga

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

A Duster mean mugs her next mark.

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. 

Guns, swords, spells — whatever works for this Duster.

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. 

 Dustrider History

Important Events:

The Withering (0 BTF): The arid wasteland advances into what was once lush and fertile ground in the southern regions of North America. Much of the southwestern coast sinks into the sea. The most crops are ground to dust by blistering winds and acidic tornados. Erstwhile, groups of survivors try to eke out survival in these Dustlands. 


The Rebuilding (12 BTF): Small towns and villages grow beside what rivers and bodies of water remained. Some survivors never stop moving, similar to the Vundarkin of Mid-Atla. The northern Dustlands are the domain of the “Mirage Tribes” (aka Miraji), a nomadic people skilled in magics and lores. To the east, the winds are quelled by the Brackenmarsh - a poisonous swampscape fed by rivers and deltas and harboring a resilient people.


The Raising of Harborage (23 BTF): Once beset by ravenous undead and eldritch horrors, the Brackenmarsh becomes the domain of Harborage. This city-state’s Diabolists harness powerful spirits and erect wards potent enough to stop Eldritch intrusion. It is believed that Sammael Lacroix and his coven were integral in suborning the Brackenmarsh’s evil into submission. 


The Oasis in the Dust (27 BTF): The city-state of Oasis is founded, wrought by Dustlander innovation and unity. It is one of only a dozen towns in the region but it is the biggest and most technologically advanced. It uses steam, steel, and spellcraft to withstand brutal weather, empower their agricultural sector, and pacify the local parafauna. 


The Warning (39 BTF): Miraji send messengers to warn the Dustlanders of a growing threat from the south. Though reluctant at first, the people of Oasis believe their quiet neighbors and make preparations for a battle, calling upon their trading partners in Harborage for assistance. Scouts are sent south to ascertain the threat.


Xhibal the Lightless (42 BTF) Greatly diminished and burdened with horror, the scouts return mere months before doom follows in their wake. The first known Harbinger, Xhibal the Lightless, and his monstrous creations have churned the settlements of the south into blood and ashes. He soon turns his attention to the Dustlands and Oasis.


The Fool’s War (46 BTF): The Miraji, Dustlanders, and Harborfolk war against the Harbinger in vain. Even when they are able to surmount Xhibal’s incredible sorcery, the Harbinger reincarnates within a few months. Ultimately, the Oasis is sacked and the Mirage tribes are driven north. Led by Wyatt Locke, surviving Dustlanders and some Miraji, begin their Ride East as the Dustriders. They make their way to their allies in Harborage. For a time, it seems that the Lightless does not follow - some believe that he went north instead.


The Corpse Priest (62 BTF): While keeping an eye for Xhibal’s western approach, Harborage is attacked from the east by an army of howling dead. At their head is a titanic, monstrous entity that Lacroix’s coven called the Corpse Priest. The city-state’s wards are dispelled by this new Harbinger’s sorcery. As Harborage falls, its defenders sacrifice themselves to give everyone else time to retreat. Wyatt Locke leads Dustriders’ flight north, taking the willing and able with them. 


Along the Swell (71 BTF): The Dustriders trudge north beside the Mississippi Swell. On rare occasions, they encounter a survivor settlement. Regardless of whether they are helped or not, the Dustriders warn them of the encroaching doom. They never stay longer than a year but those who are willing to make the trek are allowed to join them. Seers among their people believe that salvation awaits across the Mississippi Swell, but the crossings have fallen into ruin.  


The Hiveling Threat (80 BTF): Their slow and steady journey brings them to the midwestern Hiveling mounds. The insectoids are immediately hostile against the Dustriders, raiding their caravan train for captives. The Dustriders reclaim their people with grit, bullet, and spell. Weakened by their recent war with the nearby Grailguard, the Hivelings are easily scattered and their mounds are razed when the Dusters’ caravan train trundles past. 


The Doom behind the Dustriders (84 BTF): The Dustrider Militia makes contact with the Grailguard and they cross the Mississippi Swell using the Dragonspan Bridge. They warn the Grailguard of what is to come. The next few years are spent by the Grailguard in preparing their defenses, evacuating personnel, and attempting to gain allies from the other settlements in the Midwest and Mid-Atla. Impressed with the Grailguard, some Dustriders stay to help with their war. The rest continue their Ride East.


The Siege of Grailhome (88 BTF): It is not one Harbinger that attacks the Grailguard but four of these entities. After dozens of brutal battles, the Harbinger Host lays siege to Grailhome. Not long afterward, the fortress’ defenses are unraveled and it is sacked. The region is corrupted with Eldritch energies and turned into a Shroudland. 


The War over Embers (90 BTF): The desperate battles of the Grailguard and the Dustriders have given the Free Tribes time and impetus not only to unite but also to join forces with the Illustrados and the Templars. The war stretches across the western portion of Mid-Atla, even reaching the shore at some points. The Harbingers are defeated at the Battle of the Broken Bell in the Libertina ruins. 


The Armistice and the Current Era (99 BTF): The Dustriders make homes in Mid-Atla, founding the town of New Oasis and assisting in the protection of several others. They join the Free Tribes to keep watch for any other Harbingers. A third of the Dustriders go back west in an attempt to find any survivors of the Harbingers’ tyranny -- they have yet to report back. 


Important People and Groups

Dustlanders: A dozen survivor settlements stretched across the arid southern portion of North America (aka the Dustlands). They have some shared culture and trade but were largely independent from each other until Oasis became a city-state. They grew in population and progress in technology until Oasis was razed by Xhibal the Lightless.  


Dustrider Militia: A massive group of refugees fleeing the Harbingers’ wrath and their ruined settlements to the southwest. They encountered the Grailguard and the rest of Mid-Atla via the former’s Dragonspan bridge. 


The Free Tribes: A group of communities and tribes based in and around the Mid-Atlantic (aka Mid-Atla) area, but also within the New England, Tidewater, and Midwest regions.


Grailgard Wardens: Soldiers, scholars, and smiths dedicated to protecting humanity and its knowledges. Styling themselves as the honorbound warriors of the ancient eras, they battle monstrosity and raider without doubt or fear. 


The Harbingers/Harbinger Hosts: Four sorcerous entities of incredible power and the monstrous armies that followed them. They came from the west and savaged their way to Mid-Atla until they were stopped by the combined efforts of the Free Tribes, the Illustrados, and the Temple. Among their ranks is Xhibal the Lightless and the Corpse Priest.


Harborfolk: People from the city-state of Harborage within the Brackenmarsh. They joined the Dustriders when their city-state fell to the Harbingers. Their Psions, Seraphs, and Risen have storied traditions in Diablerie.  


The Illustrados Union: An Caribbean-based Archfaction known for their technological wonders, their mercantile bent, and their naval prowess. 


Janelle “Deadlock” Locke-Jackson: Grandaughter of Wyatt Locke and current leader of the Hammerlock Company. She is the most well known and feared of the Tombstone Council. 


Miragefolk/Miraji: A group of different nomadic tribes that dwelt in the northern portion of the Dustlands. Little is known of them, they are steeped in ancient lores and ancient magics. They allowed themselves to be called Miragefolk/Miraji, although in truth, they were a loose confederation of different cultures. It is unsure if those that stayed in the Dustlands survived the Harbingers. Confusingly, the Sunset Mirage Company calls themselves Miragefolk because of their Miraji influences. 


Sammael Lacroix: One of the famous Diabolists of Harborage. It is believed that the Corpse Priest was an entity his coven defeated long ago to bring peace to Brackenmarsh. There is a rumor that his ensorcelled corpse was seen as the Corpse Priest’s lieutenant during the Ember War.


The Temple of the Shattered Mother (aka Templars): An northern Archfaction based on their faith to the God-Empress and dedicated to the destruction of wickedness and eldritch evil.


Wyatt Locke: A Vaquero Captain turned Dustrider leader, Wyatt led his people out of Oasis and ensured their escape from Harborage. He was an Oasis man through and through - it broke his heart to leave his home but he loved his people more than his city. 



Duster Power Groups

Listed below are the main groups of influence among the Dustriders, the three Companies of the Tombstone Council and two non-Council Companies that are immensely influential. 

Player Characters may come from any Power Group although they cannot be the leadership of that group. It is recommended that those willing to write backstories intertwined with the Duster Companies contact Game Staff for further information/guidance.

It is the suggestion of Game Staff that players who create their own Company as part of their backstory submit a profile of that group to Game Staff (for further use in plot if need be). When doing this, a Player Character can choose to ascend to the leadership of that Company, though it does not grant them any special advantages. 

Bon Timoun Company: A Duster Company known for their deathly magics and their battlefield bravery.

Firebrand Company: A smaller Dustrider Company of pragmatic planners, cutthroat soldiers, and grey marketeers. 

Ghoststar Company: A smaller Company of shamanic Arcanists, herbalists, and singers. 

Hammerlock Company: Dusters sworn to keep the peace in their region and to enforce the laws therein.

Springwheel Company: A Company with advanced technological prowess and craftsmanship.

Bon Timoun Company

Brackenflies, Bonnies, Bon Petit (singular)


“Good children never speak dark words” -an old Harborage proverb

Basic: A Company of Dusters known for their war magics and their battlefield bravery.

Symbol: A bird skull in the middle of a swamp flower. Dark hued colors such as dark violet and burgundy are associated with the Bonnies. 

Territory: The Bonnies have their main headquarters amidst the tenebrous forests at the fringes of Tombstone. The Long Fall and the past century have unearthed the horrific wars that bloodied this region, bringing the spirits of the dead to unlife. The Bonnies feel at home here, possibly because the area itself is rife with etheric energies. They also have a secondary garrison in Rose Hill, assisting the townsfolk in their defenses.

Overview: The Bon Timoun Company has its roots from the Harborfolk that survived the Corpse Priest’s wrath. They are not the only ones steeped in the lores and sorceries of their ancestors, but they are the most prominent of the Harborfolk’s descendants. In particular, the Arcanists of this Company practiced the sorcerous traditions of their forebears, though not necessarily their beliefs.

The Bon Timouns proved their valor over and over again during the Ride East. Their strength was truly seen during the War of Embers. With vehicle and steed, they skirmished against the Harbinger Hosts and laid down sorcery and gunfire with the vengeance of the long denied. In one such occasion, the Bonnies drove deep into the Corpse Priest’s Host and felled him in a cataclysm of arcane fire. Before the Harbinger’s Envoys and Messengers could retaliate these Dusters felt the scene, obfuscating their escape with magics. It would take the Corpse Priest several months to reincarnate but he was never able to avenge himself on the Bon Timouns. 

A typical Bonny is recognized for the taller hats they wear in lieu of the typical Dustrider affair. They tend to adorn these with beads, bones, or animal skulls. They do share the Duster’s affinity for long coats, though they tend toward darker hues, such purple or burgundy. Many paint or tattoo a single white or purple cross upon their features, in remembrance of “Old Sammy” Lacroix. Not every Bon Petit is an Arcanist, but those that are not are well versed in the lores of their comrades. Following in Lacroix tenebrous traditions, the Bonnies are skilled in the use and creation of Eldritch items and occasionally, Necro-tech. True to their closed natures, they share these secrets to only those they immensely trust. 

Leadership: Raphael “Raffa” Lacroix is a Psion and the leader of the Bon Timoun Company. He was chosen for his office during the Ember War, replacing his fallen mother. His skill with sorcery and Necrotheurgy is said to match even his storied ancestor. Some even claim that Raffa Lacroix can contact otherworldly entities when searching for answers or power. 

For his own part, Raffa Lacroix keeps the full extent of powers to himself. His efforts are primarily directed toward the care of his Company and hunting down those that would threaten his Company’s charges. That said, It is no secret that the rumor of Sammael Lacroix’ corrupted return has caught his attention. He often sends his people to investigate the matter further when presented with even a chance at confirming or denying this rumor.


Firebrand Company

Firebrands, Crossfires 

“Keep talking. I’m just waiting to add a new ear to my necklace”

Basic: A smaller Dustrider Company of pragmatic planners, cutthroat soldiers, and grey marketeers. 

Symbol: A flaming human skill. On occasion, a horse skull is used instead. Bright red and charcoal grey are associated with this Company.

Territory: The Firebrands make their homes primarily in New Oasis, peddling their services and their spoils to the markets of this crossroad town. They have some stake in Tombstone, but focus their exploits outside Dustrider settlements.

Overview: The Firebrands are a recent outfit, though they have their roots in the ne'er do wells among the Dustriders. This Company is known for their cruel methods, though their results speak for themselves. Those who hire the Firebrands do so with this knowledge in mind, though they are rarely disappointed. On the other hand, the Tombstone Council barely tolerates this Company -- they are always at the cusp of being hunted down by their fellow Dusters, though they rarely “cross the line” (or they avoid getting caught doing so) into being outlaws.

During the Ember War, the Firebrand Company was known for its calculated tactics and brutal raids. That said, they only dedicated their forces to certain victory and retreated swiftly when the tides turned against them. Some say that they usually allowed their Free Tribe allies to take the brunt of casualties. It is even claimed that they refused to warn their peers about flanking attacks to ensure that their own flanks or escape routes were clear. This brought no small amount of notoriety to the Dustriders as a whole. Though they cared little for it, this dark reputation followed the Firebrands past the War over Embers. However, their skills and contacts ensure that they never lack for work or currency. It also helps that they disregard most laws in most senses, beyond how they can be caught.    

Besides their fiery red bandanas, Firebrands tend toward muted colors. Adding to their notoriety, they like to carry around trophies of their kills. They may have a necklace of outlaw ears, various critter tails, or even a mummified limb upon their person. These trophies are a thing of prestige within the Company, with grotesque prizes being greatly favored.

Leadership: Smoulders Harrison always had a talent for killing and he never shied away from what needed to be done. A few too many bad whispers put him on the bad side of the Dustriders and drew the attention of the Firebrands. His rise through the ranks was meteoric during the Ember War. After his predecessor died in a Hiveling ambush, his Taskforce seized control of the Company and paid off the other Taskforces to follow his lead. 

The Firebrands are not the most welcome of the Dustrider Companies, but Smoulders has ensured that they have their own places in New Oasis and in Tombstone. Several saloons, establishments, and at least one gambling house welcome the Firebrands into their premises. It is also through Smoulder’s contacts with the Technocracia and other outside factions that his people continue to find work and monetary support. 

Ghoststar Company

Ghoststars, Starsingers

“We are the songs of the ancients, sent into the world to make it better”

Basic: A smaller Company of shamanic Arcanists, herbalists, and singers. 

Symbol: A star with four points flanked by mountains. Dark Orange and bronze are associated with the Starsingers.

Territory: The Ghoststars have stayed nomadic and mobile in this post-Harbinger era, much like the Miraji of the past. They do frequent the Duster allied towns of Rose Hill, Tombstone, and New Oasis.

Overview: The Ghoststars descend from Miraji and Dustlanders, their traditions mingling and changing with the passing of years and the hardships of the Ride East. In the current era, this Company is a smaller one among the Dustriders. Though it is no longer part of the Tombstone Council, they still consult with Running Song in matters of importance. Towns near New Oasis and among the mountains prize Ghoststar herbalism and their arcane weavings - despite hardship, this Company has thrived in these new lands.  

The Ghoststars saw relatively little action during the War over Embers, staying far from the front. This Company and several other smaller Companies tended to the Dustriders and the towns that gave their people shelter. Far from being passive, their tasks entailed protecting the townsfolk and ensuring that their war contributions made it to the frontlines. After all, the threats of the World beyond the Fall did not cease because a war was ongoing. 

This Company continues to avoid the limelight in the era of the Armistice. Its people make their way not primarily through skill at arms, but through the sale of elixirs, remedies, and clothing. Those who believe that Starsingers are weak are in for a rude awakening, however -- their connection with the spirit world makes them stronger, not weaker.

While many Ghoststars wear dusters and wide hats, they stand out from their peers by the colorful woven patterns on their clothing and bandanas. These feature clouds, waves, mountains, and other elemental designs. Animancers in this Company follow a similar aesthetic in their Animus Crowns, picking one element that they associate with. This spiritualistic perspective is also reflected in the Ghoststars’ love for songs and stories -- hence their nickname of Starsingers. Not only do they have many tales of their ancient myths and heroes, but they love hearing about the legends of other folk. Reputedly, Ghoststars might even exchange minor services for a good song or story.


Leadership: Running Song leads the Ghoststar Company, succeeding her twin sister at the end of the Ember War. As a Miraji Elder and a Psionic Animancer, she is also one of its spiritual mentors and ritual leaders. She even has influence among the Mid-Atla Miraji beyond the Ghoststars, such is her seniority and reputation. 

Despite the rumors, she has not given up on her western kin - Running Song still believes that they survived Xhibal’s wrath. However, she has tasked herself toward taking care of her people that remain and the people who gave her folk the shelter of their town. Thus, she directs her Company toward seeking and nurturing their own destiny in the east.



Hammerlock Company

Hammerlocks, Gavels

“Safe as a lock, blunt as a hammer”

Basic: Dusters sworn to keep the peace in their region and to enforce the laws therein.

Symbol: Hammer crossed with a revolver pistol. Dark blue and light grey is associated with the Hammerlocks. 

Territories: The Hammerlocks claim Tombstone and New Oasis as their homes, but they tend to stay more in Tombstone than the town they saved. They even assist the Bonnies in the defenses of Rose Hill, ensuring the safety of their allies' settlements.

Overview: The Hammerlocks are most well known of the Dusters and the first thing people think of when this Free Tribe is mentioned. They tend to be gruff and action oriented, rather than diplomatic. However, they are said to be straightforward and righteous people, protecting those in need and siding with the “little guy”. With Janelle Locke’s leadership, they won renown and acclaim enough that a town renamed itself New Oasis in their honor. 

This recent history is in keeping with the Locke family that is the core of the Hammerlocks. They were lawbringers and protectors in the Dustlands. Though they did not become prominent until the exodus from Oasis, the Lockes were one of the folk that represented what was good and true. Wyatt Locke is regarded as a “big damn hero” by the Dustlanders, and the Hammerlockes strive to follow in his good name. Like many Duster Companies, they specialize in “protection” services - escorting caravans, defending towns, or hunting down wanted outlaws. Many of this Company are also skilled healers, though their knowledge is more roadside medicine than school-taught surgery. This means townsfolk know to come to them for help in almost every circumstance and are proud to have them around, even if their bedside manner can be lacking.

The Hammerlocks tend toward blue and/or grey bandanas or scarves. They can also be identified by the tiny padlocks they wear as amulets. This is a recent tradition, taking speed among the Gavels during the apex of Janelle Locke’s popularity. The in-joke became tradition, to the point that some Hammerlocks like to collected locks and padlocks and wear them on their belts or adorn their vehicles or steeds with them. 

Leadership: Janelle “the Lich” Locke-Jackson has been dead for almost 30 years, but she does not let that keep her from doing her job. She claims that her name comes from a pre-fall ghost story that her grandfather told her, but she rarely elaborates further. Her closest associates call her “Stitch Lich” for the stitches that keep Janelle from falling apart. Some folk say it’s because she puts outlaws in a stitched up sack and drags them across razor sharp rocks. 

Despite her popularity in New Oasis and Tombstone, she is rarely seen in those places. For the most part, the Lich has her lieutenants or even emissaries deal with outsiders - she feels that some folk are particularly unnerved by her appearance (though she is not ashamed of it). Instead, she can be seen going from town to town with her own Taskforce, ensuring order, escorting Caravans, or chasing down wrongdoers. 

Springwheel Company

Springwheels, Wheelers

“Nevermind the west, the east is a new horizon and new opportunities”

Basic: A Duster Company with advanced technological prowess and craftsmanship. 

Symbol: A gear and two crossed spanners. Copper and emerald green are associated with the Springwheels.

Territory: While they have homes in Tombstone, the Springwheels have set up shop primarily in New Oasis, assisting in the town’s reconstruction. As it is also a nexus of trade and ideas, they thrive and adapt new innovations to their technologies with surprising speed. They even started contact with the Ardent Forges of the Grailguard and the Altaric Acolytes of the Hellhounds, exchanging crafting ideas and products.

Overview: The Springwheel Company comes from the Tinkers and Junkers of the Oasis and the Miraji. The Ride East was done on foot, hoof, or by wheel -- this required immense amounts of repair and upkeep. Thus, these craftsfolk were forced to develop skills not only with fundamental mechanics but also with improvisation and repair. This adaptability made it easy for them to absorb and convert the technologies of settlements in the Ride East and Mid-Atla. 

The Springwheels of the current era are a people of wonder and innovation, unlike most of their peers. Their machinery and weaponry showcase Oasis’ steam tech mingled with the new technologies, such as Magnatech or Eldritchtech (though they draw the line at Necrotech and Xenotech). This Company is in high demand in towns near New Oasis among the Stonefather mountains, not for their battlecraft but for their mechanics. 

The other Dustriders say that Springwheels can be found by their oversized spanner-maces, their tool harnesses, and their plate-armored dusters and vests. This reflects their affinity for the mechanical and the technical. However, the Springwheels are also possessed of a spirituality that manifests in their attire. Some of them share the Miraji faith for Harmonic Star. They adorn their mechanical creations and clothing with clouds, waves, mountains, and other elemental designs. For these Wheelers, this Whisper manifests not just within the natural world but also within the craftsmanship and creativity of humanity.

Leadership: Jeremiah “Spanner” Ramirez leads the Springwheels, being a talented mechanic himself. This Tachid Chimera is far from the best tinker of his Company, but he excels in organizing and managing his people. This acumen allowed him to forge several mercantile contacts with nearby towns and even with the Cartel and the Grailguard. 

Spanner Ramirez is also interested in expanding the Springwheel Company’s reach out to Mid-Atla and the Midwest. To that end, he sends representatives and emissaries to far off towns. Thus far, he has achieved a moderate amount of success. 

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.  

Duster Religions and Rites



Duster Faiths

Not every Duster subscribes to the three faiths below. Furthermore, these are not the full extent of all faiths within the Dustriders. However, the listed faiths have the most followers and are the most well known among the Dustlanders and the Harborfolk.

  • OVERVIEW: Outsiders often mistake the Harborfolk veneration of Papa Lonbraj as a reverence for Sammael Lacroix. There is some truth to this, as there is an outstanding belief that Lacroix harnessed powerful spirits in his rituals, even allowing them to possess him at times. For some folk, the Goodly Father and Lacroix are almost syncretized. This gave birth to the Diablerie traditions in and around Harborage. When appeased, the Goodly Father is believed to ensure the safety of the dead from defilement, improve the power of one’s spells, and cure ailments from petitioners.

    SHRINE TYPES: Ancestral, Deep, and Pyre

    SYMBOL: A crow or vulture skull. Sometimes an “X”is placed upon it, symbolizing Lacroix.

    — Tenet 1: Be bold and drink deep from the cup of life: Safety is stagnancy. Risks must be taken and opportunities grasped. At the same time, triumphs must be celebrated and vices indulged. These individuals are the type to carouse after incredible victories or attempt dangerous gambles.

    — Tenet 2: Keep the memory of the dead -- Priests of Papa Lonbraj are performers of funeral rites, ensuring that the deceased are remembered and celebrated (or cursed, if they were wrongdoers). This Tenet also means being respectful to every creature that is slain, both friend and foe.

    SINS: Obstruction -- For the Goodly Father, preventing him from taking what is their due and disrupting the cycle of death is the greatest of Sins. Certain greater Necrotheurgies, soul-destroying magics, or similar acts are examples of such Sins.

    WORSHIPERS: Individuals of Harborfolk upbringing or close association.

    CLERGY: The Bracken Priests are the raucous clergy of Papa Lonbraj. Some are Diabolists with the Deotheurgic Anchor. These individuals preside over funerals and births, also indulging in the “festivities”. They may also serve as healers to delay death from the faithful.

  • OVERVIEW: The Miraji speak in reverence of a powerful Arcanist from ancient antiquity. She created the Miraji people’s lineage and mastered the ways of magic - especially air, earth, fire, and water. Not all Miraji worship Harmonic Star, but she is an important figure for many Miraji. She is known to be kind to all, wise to the elemental ways, and respectful of spiritual beings (but not tyrannized by them). Much of the old ways were lost in the Withering, but the myths of her powers and wisdom have persevered through the worst of the apocalypse.

    SHRINE TYPES: Ancestral, Pyre, and Storm

    SYMBOL: A spiral within a four-rayed sunburst. The spiral represents infinity and wisdom while the four rays represent the elemental magics or blessings wielded by Harmonic Star.

    — Tenet 1: Ancestral Values: The feats and deeds of the Harmonic Starcreated a wondrous legacy worth following. Thus, her heritors and descendants must emulate their virtues and values accordingly.

    — Tenet 2: Elder Reverence: Respect for one’s elders within the family and priests outside the family is another key tenet for Harmonic Star. For some groups, this means blind obedience while others favor a more measured reverence.

    — Tenet 3: Filial Devotion: Reverence for family and family ties is a big part of Harmonic Star. For these faiths, preserving and protecting one’s family members is core to one’s actions and motivations.

    SIN: Impudence: Verbal/physical disrespect, selfish behavior, or acting directly against the family/ancestors. Dishonoring the Harmonic Star, through one’s words or by defiling a shrine.

    WORSHIPERS: Dustriders of Miraji upbringing or close association

    CLERGY: Filial Elders - these serve as ritual leaders, guiding their people through rite and song. They train the leaders of families and Arcanist family members in the rites and myths of their faith.

  • OVERVIEW: Some Miraji families believe in a holy entity that took the shape of a feathered serpent. He is called many names, but most call him “Storm Dragon” for the life-giving rains that follow in his wake and the vibrant springs that appear with his blessings. In ancient times, he assisted in the creation of the world. It is a firm belief that Storm Dragon was seen fighting the Abyssals during the Withering/Long Fall.

    SHRINE TYPES: Ancestral, Storm, and Verdant

    SYMBOL: A prismatic, feathered, and winged serpent soaring the skies. In some symbols, he makes a figure 8, similar to infinity. In others, he is spread-eagled and one way or the other.

    — Tenet 1: Sacrifice the Harvest - A part of the harvest/hunt must be offered up to the Storm Dragon. For some families, this involves burning the offering (note: adhere to the camp’s rules for fire). For others, it is leaving it in a high place.

    — Tenet 2: Cleanse the Corruption - the Storm Dragon’s followers respect the animals, plants, and places of the wild but they must also attempt to cleanse fell magic or vile corruption wherever they find it.

    SIN: Disrespect - Befouling the land with vile magics or allowing such afflictions to continue is taboo for the Storm Dragon.

    WORSHIPERS: Dustriders of Miraji upbringing or close association.

    CLERGY: Dragon Speakers - ritual leaders and spiritual guides but also healers, midwives, and similarly respected herbalists that are sought after for their curative abilities with spell and/or herb. They are known for wearing mantles or similar wear that feature different colored scales.

Dustriders Tenets

The Dustriders are a large group of different people, so their values show immense variety. However, some tenets are held constant by everyone of these folk. 

  • 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. 


  • Guest-right and Hospitality: Like it is in the times of old, a Duster that accepts someone to their home is obliged to not harm them while they are in their abode. In the Ride East, the abode became one’s immediate camp or the area around one’s wagon. This means no poisons, no shooting, and no treachery. Naturally, the guest is also obliged to respect their host’s wishes and do them no harm. Those who defy this taboo are accursed and ill-regarded. Many of the Firebrands care little for this Tenet, matching their loathsome reputation among the Dusters.

  • Loyalty to your Company: The Company is a major social group among the Dustriders. One is expected to follow the leadership of its Chief. Similarly, they are expected to help their fellows and be helped in turn by them. Just like the Tombstone Council itself, the Company gives direction to an individual Dustrider and a place where they can be safe. 


  • 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.



 

Life Rites


Birth Rite - the gift of Life

With so much death and destruction behind them, the Dustriders celebrate every birth that blesses their people. Even when supplies are tight, a small celebration is held among the infant’s (or infants’) family and their close associates - this occurs several days after the birth. If the family is in a Company, the Chief is considered to be invited to this celebration -- although they might not always be nearby or be available. Depending on their reputation, the Chief’s presence might be an honor, a welcome sight, or a thing of anxiety. The Harborfolk lean heavily into these festivities, especially for followers of the Goodly Father.

If there are a number of births that occur in the same or similar time frame, this celebration becomes Company-wide. Even in lean times, Dusters will scrounge together what they have to ensure that each birth is a festivity in the face of a hostile world.

That said, with the myriad of different traditions and cultures among the Dustriders, one can expect a great variety in terms of local taboos. Among the Miraji, for example, some families consider it a grave misfortune for the pregnant parents and the child(ren) to see or be near the dead. After at least 3 weeks, the parent and child are considered to have passed their most vulnerable state in this regard. In other families, the parent and child are celebrated but they are behind a veil and cannot be looked upon by anyone except their family -- they may uncover after four days.  

Adulthood -- the Bounty of the Wild

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. Traditionally, Duster youths undertake this rite as a team to take down multiple prey or a particularly dangerous one. With some Companies/families, this Rite involves the youths gathering rare and/or special plants instead -- their challenge is the difficulty of finding their objective as well as any hazards in their search.

Upon their successful return, they are treated as true adults with duties, privileges, and independence. The animals and/or plants they bring back are the base of a feast that involves their families and the Chief. With a big enough number of would-be adults, the whole Company is invited. Depending on their familial or religious traditions, a part of their hunt or gathering may be tithed to the spirits. 

If they do not return after four days, search parties are sent out to retrieve them or their bodies. The would-be adults are still considered to have passed the Rite if they have their objectives with them. Otherwise, they have failed and have one whole year to prepare for their next try. 



Marriage -- the Joining of Spirits

As it is with many cultures, marriage is another celebrated rite among the Dustriders. Usually, it is a private affair among the participants, their families, close allies, and the officiant to the ceremony. As it is with Celebration of Life,  the Chief has an automatic invitation but is not required to attend. In some cases, they may even be the officiant to the ceremony.

The rite itself can be as simple as the participants being tied together by a ritual rope, braid, or similar symbol. Words of love and promises of devotion are also part of the rite, followed by the officiant declaring the newly married group. 

But this simple rite is only the basis for which there are many familial or cultural derivations and deviations. In some of them, the rope is replaced by a gourd that the participants must drink from. In others, rings or similar talismans are exchanged to symbolize their lifelong devotion. 

In almost every case, the ceremony is followed by a feast among all attendees. The families and the close allies of the newlyweds are expected to be the ones preparing for this feast. 

Funeral -- The Passing of Souls

The Dustriders have trudged ever eastward and northward for decades. Their funeral ceremonies have changed in accordance with their necessities. For most Dustlanders, the body is burned and the bones buried -- depending on tradition, their possessions are either destroyed or given to their next of kin. Many of the Miraji in particular tend to be death-averse and want little to do with the deceased’s possessions or even with the body itself, trusting its ritual destruction/burial to a shaman or a similar clergyperson. 

Among the Harborfolk, the funeral is yet another change at celebration and festivities. They speak well of the deceased and they reminisce about the fallen. And for those that follow the Goodly Father, they invite his presence among them, plying his favor with liquor and good food. Sometimes a stranger does appear to partake, though it may just be the officiant in disguise. With the Goodly Father’s blessing, they know that the dead will not rise again or cause misfortune to the family.  




View of the Afterlife

As with many things, the Dustriders’ views on the afterlife have greatly changed during the Ride East. The Harborfolk and the Miraji believed in various afterlives beyond the veil of death, though the faiths of the past were scarred or even changed by the Long Fall. Heaven and earth were fractured by the apocalypse, with many folk forsaking their faith after witnessing such devastation.



However, just as Humanity has endured and mutated from the Long Fall, so too has its spirituality. The  Whispers of the Wild resemble the legends of old, guiding and aiding their followers from the shadows. Some believe wholeheartedly in them while others may be more skeptical.  



The Father’s Embrace: Those who believe in the Whispers also believe in an afterlife, whether it is a second life with one’s loved ones or an existence guiding one’s descendants/allies. In particular, the Harborfolk believe that the Goodly Father will defend their bodies from defilement and bring them rest from their troubles (though not to a euphoric spiritual plane). Spirits



Death Taboo: The Miraji have many different beliefs, sometimes varying from one family to another. Many of these folk have a severe stigma to death, requiring that their shamans or elders deal with the body of the deceased and ensure that the spirit is appeased. These Miraji feel that close association with the dead invites disaster and corruption, except for those with specific roles. 



The Spirit World: The appeasement of the dead is more important to some Miraji families -- these folk have less fear of the macabre, ensuring that the deceased is prepared and ready for their next role, either as ancestral guides to their descendants or joining a Whisper in their work. These funeral rites may mean destroying their possessions and rarely speaking their names, leaving spiritual food with their bodies, or other rites. 



View of Magic

The Dustriders are no strangers to magic, having witnessed its use in their civilizations’ devastation. While the specifics of spellcraft are not widely known, many Dusters are aware of the corruptions and burdens that magic places upon a soul, adding to their wariness of the practice.



Still, there is no Duster that hasn’t been healed or helped by an Arcanist in the Ride East or afterward. Thus, magic is welcome to stay within their communities -- though certain traditions or theurgies are viewed with suspicion. In particular, there is a general dislike of Diablerie, Necrotheurgy and Xenotheurgy. These magics are believed to invite certain energies into one’s body or soul, thereby corrupting or blighting it. For example, Xenotheurges are more easily puppeted by alien beings and Necrothergy is associated with the Harbingers (especially the Corpse Priest).



Not all adhere to these beliefs, however. Specifically, the Bon Timoun Company and many Harborfolk tolerate Diablerie and Necrotherugy, as it was a part of their history in the Brakenmarsh. Indeed, significant numbers of Goodly Father’s worshippers are Deotheurgic Diabolists or even Necrotheurgic Diabolists. That said, the Bonnies are the first to strike down one of their own when they become a danger to their peers.