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Faction Earth draft

Scavenger Clans

They do not call themselves anything. The settlements started calling them scavengers sometime in the second year, and the name stuck the way most names do — through usage, not consent. They are people who left the settlements, or were expelled from them, or woke up one morning and drove away and did not come back. Some went looking for family. Some went looking for supplies. Some went because the walls were closing in and the governance was tightening and they needed sky. They found each other the way displaced people find each other: slowly, at roadsides, at fuel points, in the ruins of service stations on the old roads. They move in loose clusters of four to twelve vehicles. Each cluster develops its own logic: what they take, what they leave, what they call in when they find something that could start a fight. Some clusters have a rough hierarchy, usually built around whoever can keep the vehicles running. None of them look like what the settlement broadcasts say they look like. The broadcasts say raiders. What they are is mobile. That is the difference that the settlements cannot forgive. They know the corruption zones better than anyone with a fixed address. They drive through the edges. They map the spread. Some of them have theories about what it wants, or what it is. Those theories vary widely and are argued about at night around fires made from pallet wood.

The clans did not form. They accumulated. People left the settlements — some pushed out, some who walked away before the walking away was dangerous, some who were never the kind of people settlements were built for. They found each other on the roads and in the forests and along the coastline, and they built the kind of social structures that mobile people build: small, flexible, premised on movement, premised on the absence of anything worth defending in a fixed place.

They are not villains. This is worth saying clearly because the Settlement Wardens' documents do not say it, and Meridian Logistics' threat assessments describe them as disruption vectors, and people who have only heard about them secondhand have a tendency to picture something between a gang and a cult. They are survivors. They know the corrupted zones better than anyone because they have to. They move through the landscape rather than retreating from it, which means they are carrying information that nobody inside the settlements has.

Their relationship with the Settlement Wardens is complicated in the way that authority and necessity are always complicated. The wardens need what the clans know. The clans do not trust any institution that uses the word protocol. Some individuals move between both worlds — people who have standing in a settlement but spend months away, people who came in from the road and stayed. The clans have seen what Meridian Logistics is doing in the extraction zones. They have not said what it is extracting.

The clan social structure runs on reputation and skill. A person who can repair a diesel engine or read weather patterns or identify edible plants after a hard winter is worth more than a person with a claim to authority. Disputes are settled through consensus processes that take time and are sometimes inconclusive, which is preferable to the alternative. Children grow up knowing the landscape in a way that no settlement child does. Some of them think this is the only way to live. Some of them are waiting to go back.

Generated by lore agent