Ferals
Ferals are a tribal people, who carry a number of diseases, subjecting them to a quarantine that prevents living among
anyone or anywhere within the normal spectrum of civilization. Most Ferals were involuntarily deported into the
badlands, where, if they survive, they join a part of a tribal family. Many Feral tribes live by raiding and attacking forts
and prefects, though sometimes they find more subversive methods. Feral society sees themselves in a constant state
of war with the civilized people of Westward. Many Feral tribes adapted creative and effective survival techniques to
live comfortably in the harsh badlands. The tribes fight with one another often over territory and actively own and use
slaves, mostly people taken from raided settlements. There are fifteen major Feral tribes, but they all mainly function
socially about the same way. One Feral tribe called the Followers of Onuron, use far more advanced tactics in combat
against Capital City forces, boasting more than one victory in direct combat with them. acclaim
Feral Trades are NOT APPROVED for Players to use. Ferals are forbidden and hated in the Prefects and Capital City and will only be appearing in NPC roles/adversaries.
Berserker
A Berserker is a Feral Soldier held in high esteem by tribe members due to
success in combat and acclaim bestowed for acts contributing to tribal victory.
Berserkers command great respect and can change the tide of a battle. The
presence of a Berserker changes the morale of tribal Legionnaires. Berserkers
also bring great political powers within and between tribes, often carrying
with them a reputation for settling disputes outside of all-out war. Many
Berserkers form special relationships with one another to maintain the
peace between tribes, curry favors, and take on positions as chieftains.
Legionnaire
Everyone indoctrinated into a tribe must try for a position as a Legionnaire or suffer
excruciating torture. Ferals believe that every member must learn or know how to
fight or die. This belief produces a violent, but very successful culture for survival in
the harsh and unforgiving badlands. Legionnaires play a vital role in Feral society,
as no gets tribal membership without at least a Legionnaire social status. Once
someone becomes a Legionnaire, a rite of passage occurs where the Legionnaire
travels into the badlands for three days with other recently indoctrinated soldiers.
Any who return to the tribe alive receive a tribal marking and attend a feast.
Mole
Moles work as practical scouts for Feral tribes, but also in the traditional Earth
sense of the term used when referring to spies. A Feral Mole will embed into a
fort, prefect, or settlement, posing as a normal citizen. Moles feed information
back to their tribe, as well as ferry out supplies and make observations about
security. Moles also work in the badlands, often holing up underground in small
hides to keep watch nearby roads or positioned towards other tribes. Moles
work in teams to hunt for food and specialize in stealthily killing animals.
Rockbiter
The most feared Ferals are Rockbiters. Rockbiters possess an infection that causes
their mind to degrade and become both animalistic and cannibalistic. Not all
tribes agree that Rockbiters should be left alive. The Feral tribes go to war over
this matter regularly, as many chieftains believe that keeping Rockbiters alive
in a tribe are dangerous. When a tribe keeps Rockbiters alive, they live in cages
that descend into pits. They feed them dead slaves or those who refuse becoming
Legionnaires. These same tribes release Rockbiters into combat against Capital
City forces and other tribes, further spreading the disease. Rockbiters tend to
attack randomly in battle, often only biting targets. The name Rockbiter comes
from the fact that they literally will eat rocks at later stages in the disease, and up
until they die. The disease is terminal once contracted, and no known cure exists.