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Author Topic: Factions in Westward - Scavs  (Read 3282 times)

Offline Veldanya Venalla

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Factions in Westward - Scavs
« on: October 03, 2013, 08:45:41 PM »
Scavs
Scavs are those, who involuntarily or willingly, moved to the badlands to start a life centered on crime. In the farthest
reaches of the badlands, the Scavs formed small prefects, often living in small cave networks or abandoned outposts.
They are fairly well organized, and in the past dealt deadly blows to the civilized people of Westward.

Player Characters will NOT be able to be of the Bandit Trade and being of any of the other trades could cause the Player trouble when they need to venture into Prefects or the Capital City

Bandit
Bandits live along the frontier, posing as legitimate explorers or merchants to take
advantage of anyone who may venture too close. Bandits regularly use brute force
and violence to impose criminal sanctions on small communities outside prefects.
Bandits sometimes wander into prefects, looking to rob banks and stores, or cause
other problems for local law enforcement. Bandits fear Marshals and go out of
their way to avoid confrontation with them. Many people consider Bandits lower
than all Ferals, as Bandits prey on the weak and take advantage of ignorance.

Duster
Difficult to pick from a crowd, a Duster lives in and amongst the people across
the badlands. Dusters hail from a sense of duty to protect the innocent and help
anyone in need. They seek justice like Marshals, but they work outside the law.
Vilified as criminals against the Capital City Council, Dusters keep their identities
secret. Dusters work in compartmentalized splinter groups, so that no Duster or
group of Dusters possesses much information about others. A scant few Dusters
know their true numbers across the badlands to protect the safety of them all.

Jagger
Legitimate or otherwise, Jaggers travel across the badlands to recover lost, missing,
runaway, or otherwise desired people. Most Jaggers work on the dime of the
Capital City Council, as they pay the most for wanted fugitives or enemies of the
Council. Some Jaggers work exclusively for private entities, either to recover assets
or information, sometimes to recover people. Anyone dealing in the apprehension
of people possess a license to transport them, otherwise they are violation of
multiple laws for Human trafficking. Jaggers most commonly work to track
down people to take possession and return "stolen" property to their employers.

Sharp
Sharps live in most prefects and pretty much anywhere gambling is legal. The
Capital City Council banned gambling in the city, but everywhere else gambling
is legal. Most Sharps follow the circuit of gambling tournaments that occur year
round on the badlands. Sharps get into trouble with the law when they cheat, or
hold unsanctioned gaming events. Many Sharps learn sleight of hand tricks, and
take up pickpocketing and petty theft in their off time. Professional gambling does
not pay well so many Sharps take up alternative careers to supplement their games.

Smuggler
A Smuggler is not unlike a Mover, but specializes in contraband and other illegal
goods. A number of Smugglers work as arms dealers or carry military-grade
equipment to neutral locations in the badlands. Smugglers also prey heavily on
outer prefects and on the frontier by moving illegal drugs. Many people believe
the drug problem is driven by members of the Council who want to use addictive
drugs as a way to control the populace. Regardless of the motives, Smugglers
play a vital role in the distribution and sales of everything that is illegal.
Religion and greed, cause millions to bleed.