Free Tribes Summary

 

Dustrider Militia

Dustriders, Dusters, Gunhands

Overview

The warring of the Harbingers drove thousands from their homes, especially in the Dustlands of the south. 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 refugees soon became an army 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.

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.


Grailguard Wardens

Grailguard, Wardens, Clankers

Overview: 

Refugees from the ruins of their stronghold in the far west, the Grailguard are knights and sentinels that resemble ancient pre-Fall warriors rather than post-apocalyptic soldiers. Their heavy armor and sharp swords call to mind a time of honor and chivalry, though they do not shy from auto-pistols and flame-throwers. Though many regard them as inflexible, foolish, and overly stringent, the Grailguard are well-regarded by the communities and villages as protectors, judges and avengers.

Lore Level: Medium

Grailguard lore is more involved, with the traditions and histories of a person’s Order of being prime importance. However, the concept of a knight or a wizard is easy enough to grasp for most players.

Aesthetic: 

The Grailguard are immediately recognizable for their distinct armor, fluttering banners, and heraldric shields. That said, they only resemble the warriors and crusaders of old. They are set apart by the scavenged metals that they use, the ballistic arsenals that they employ, and various Eldritch technologies that augment their ranks. Another aspect that sets them apart from their ancient peers is their choice of helmet: Grailguard Wardens prefer headwear that keep their ears and eyes open, using goggles or similar garments instead of greathelms or bassinets.


Hellhound Motorgangs

Hellhounds, Howlers, Chanters

Overview: 

The Hellhounds are known for the roar of their engines and the rumble of their chain-blades, as well as the fear that their arrival inspired. Based in the smoky foundries of Hellheim, these Motorgangs were the most hated raiders and brigands in the World Beyond the Fall. This changed with the Ember War, when even the Hellhounds were threatened by the Harbingers. The Hellhounds lent their terrible engines and bloodstained blades to the Free Tribes’ cause, though the Motorgangs’ unity did not survive the end of the War. Hellheim is now recovering from a terrible schism where the Motorgangs’ desire to return to raiding clashed heavily with the need to remain a part of the Free Tribes, for survival’s sake. 

Lore Level: Low or Medium

There is a fair amount of Hellhound lore: especially within their Power Groups and their faith. However, many Hellhounds are disinterested in the greater scheme of things, being primarily affected by their Motorgang’s traditions (if they are part of one). Also, it’s easy to grasp the concept of a biker gang-type or techpriest-type (medium lore) character

Aesthetic: 

The Hellhounds are easy enough to spot. Their stitched and patched leather jackets denote their allegiance to one of the dozens of Motorgangs and the Motorbosses that rule out of Hellheim. Some Motorgangs add to their protection with useful chains or with furs from the monsters they’ve slain in glorious battle. Hellhounds are often covered in soot from the maintenance of their Howlers or of an Altaric Engine, though their garishly-colored hair or piercings shine through the grime and dirt.


Kindly Cartels

The Kindly Ones, Suits

Overview: 

In their own eyes, the Cartel is a force of order and discipline in the North American continent. They fund and supply the protection and improvement of communities. They protect and finance trade and commerce. However, they are little more than “mantids in suits” to their detractors. They are hated for their ruthless business practices, their vicious loansharking, and their willingness to perform horrible acts in accordance to their code of honor.

Lore Level: Low Medium

Cartel lore is more involved, with the traditions and histories of a person’s Cartel of being prime importance. However, the concept of a yakuza or mafia-type character is easy enough for many players to grasp.

Aesthetic: 

The individuals from the Cartels are often called “Suits” with good reason. Washed vests and suits with mended rips and indelible stains. Spectacles, shaded and scavenged from the ruins of a World that was Lost. Cuffs, hands ringed with metal bands, and scuffed and armored dress-jackets. And buttons, of course. Many have ripped sleeves that show distinct Cartel-affiliated tattoos. Even more Suits, especially Enforcers, carry weaponry and tokens that display their loyalty to the Faction that clothes them and protects them from the chaos of the world. 


Scavver Caravans

Scavvers, Pickers, Rooks

Overview: 

The Scavver Clans are nomadic caravans that wander the North American continent, reclaiming sciences and tech in their travels. When their junk-laden wagons, carts and auto-carriages, trundle to a rest at the fringes of a town, some communities see them as little more than carrion-eaters in human form and mismatched garmentry. But even this reputation does not drive clients away. Scavvers are known to be the most daring of explorers and reclaimers, finding valuables and tech in regions where most fear to tread. Add to that their constant travel making them a font of news, rumors and trade – invaluable to even the most suspicious community. 

Lore Level: Low

Scavver lore is primarily the basic knowledge of one specific Caravan. Straightforward and easy to absorb.

Aesthetic: 

Scavenged, mismatched, and self-made armor, tools, and weapons are often what people look for when they look for Scavvers. Certainly their own personal habits and love of incense do not make them smell like dumpster divers. But otherwise, the Scavvers themselves are rarely held to any other unifying markings, such is their open door policy to whoever wants to join them or avail of their services. To the Caravans themselves, there are specific things they look for that differentiate the members of one Clan to another. The Fomori like to wear hats, for example, while the Owls are known for their headbands and goggles.


Vundarkin PackHunters

Vundarkin, Pack-Hunters

Overview: 

These nomadic, clannish peoples travel in small or large groups across continental North America. They are hunters, gatherers, and spiritualists first and foremost, having adapted to the nightmarish landscape of the World Beyond the Fall. Some regard them as savages, wearing fur, leathers and coarse fabrics. In truth, the Vundarkin most understand the primal ways of this new wilderness; they wear the runed skins and glyphed furs of the monstrosities downed by their Pack, they commune with the ruined earth and understand the wrathful sky’s whispers.

Lore Level: Low

Packhunter lore is primarily the basic knowledge of one specific Pack and their Whisper (if any). Straightforward and easy to absorb.

Aesthetic: 

During the warmer months, the Vundarkin wear the basic essentials, with light cloths, or animal skins. Their shoulders, limbs, and faces display tattoos or scarification of their various achievements and successes. In winter, they bundle beneath heavy furs laced with incense or other smell-dissipating odors. They know little of drawn out war, but the bloody hunt and the camp’s defense are their lives. They wield spear, hatchet, long knife, bow, and firearm with proficiency and rune-guided expertise.