Scavver History

Important Events:


Beyond the Fall (0 BTF): After fleeing their cities and towns, many groups of people just never stopped traveling. Whereas they began their journeys as an escape, their travels soon became their very destination. 


The Scavver Caravans (16 BTF): With larger groups, the Caravans needed bigger and better vehicles. They needed to return to their ruined cities. These explorations provided salvage that the Caravans kept themselves or sold to the communities they encountered -- this eventually gave them the name they now bear.


No Kings or Lords (23 BTF): The Scavvers have no central leadership or high council with which to pass down laws. Each Caravan is its own Kingdom and Tribe in their own way, though they share some culture. However, in the decades after the Long Fall, complicated bonds and feuds have grown between the Caravans.


Across the Swell (37 BTF): Led by Tomtom the Spider, a group of nomads appear in the Midwest, claiming to have crossed the Mississippi Swell from the west. They join up with a small Scavver Caravan, which eventually becomes the Tommy Caravan. 


Magna-tech and Hearthwagons (45 BTF): The Dirtdozer Caravan is credited with bringing Magna-Tech engines to the Scavver Caravans. Within the next decade, Magna-tech became a staple in every large town and in every Caravan. Among the Caravans themselves, the Hearthwagon would follow soon afterward, providing power, warmth, and Magna-storm protection.


Hellhound Raiders (52 BTF): The Hellhound Motorgangs of the Mid-West begin raiding the areas around them for scrap. Caravans either stop going to affected areas, go only to areas protected by the Grailguard, or pay the Motorgangs tribute. 


The Goblins and Rats (68 BTF): The Fomori appear on the scene, believed to be an offshoot of the Ratkings that were exiled for committing crimes. Some in the Fomori claim that they were the survivors of a power struggle within the Ratkings, escaping with their lives.  


The Archfactions (83 BTF): The idea of the Illustrados or Templars invading never seemed to be a threat to the Scavvers, since they were themselves nomadic. The new tech and new magics brought to their lands also kindled immense interest and some thievery -- the Scavvers are believed to be responsible for the proliferation of certain items and knowledges that should have been proprietary to each Archfaction.


The Free Tribes (87 BTF): The reports of the Dustriders and the Grailguard were enough to draw many Scavver Caravans to the side of the Free Tribes alongside the Cartels, and the Vundarkin.  


The War over Embers (90 BTF): The Scavvers’ allies also benefited from their maps and their road knowledge, allowing them to anticipate or exploit enemy positions. Though needed, their expertise was costly -- at least half of the participating Caravans were completely wiped out or so depleted that their remnants joined other Caravans.


Armistice (96 BTF): Despite the grievous injuries of the Harbinger War, the Armistice has allowed the Scavvers to return once again to their nomadic ways. There are some Caravans, however, that have found their positions of power within the Free Tribes to be of great use to them and continue their associations thereby.


The Current Era (99 BTF): Six Caravans have arisen into prominence and influence among their fellows. When they speak and act, big and small families take these into account -- following them, rejecting them, or blazing their own path. These Caravans are listed in the Power Groups webpage. 



Important People and Groups


The Dustrider Militias: A large group of travelers from the southwest, similar to the Scavver Caravans in transportation. They have settled down and co-mingled among several mountain towns. 


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. These include the Grailguard, the Scavver Caravans, the Hellhounds, the Dustriders, and the Pack-Hunters. 


The Grailguard Wardens: A community of honor-bound soldiers, smiths, and scholars that wish to retrieve and preserve the knowledge of the past. 


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. 


The Hellhound Motorgangs: The name of raider groups that ride on motorized ATVs and strike out from the northern Midwest. 


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


The Scavver Caravans: More than a dozen nomadic communities that travel with wagons and carts, some of which are motorized with Magna-tech. They are named for their looting of old world cities. 


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.


The Vundarkin Packhunters: The Vundarkin Packhutners are simple and small bands of associated families that wander the wilderness. Many choose a spiritual “Whisper” to follow as a guide.