Reavers

The Reavers are a loose confederation of ruthless bandits, raiders, and nomadic outlaws that roam the vast deserts and plains of Tansia. Known for their savage hit-and-run tactics and mastery of mounted combat, the Reavers are the terror of the trade routes, preying on merchant caravans and isolated settlements. Though disorganized in some respects, the Reavers share a common bond in their disdain for the rigid order of the Tahosian Dynasty, viewing the Dynasty’s control as oppressive and unnatural.   The Reavers ride into battle astride swift theropods and vicious giant raptors, creatures bred for speed, strength, and brutality. With these mounts, the Reavers launch devastating ambushes, hitting their targets swiftly before disappearing back into the desert sands. Their attacks are precise and coordinated, though they rarely stay long enough to face any significant resistance. Despite their wild and chaotic nature, the Reavers are bound by a code of survival, with strength, cunning, and the will to dominate serving as their guiding principles.   Though the Reavers are primarily composed of humans and Sharr, a number of Goblin tribes and other outcasts have been incorporated into their ranks, either by conquest or necessity. These goblins, while initially treated as cannon fodder, have proved themselves as invaluable scouts, saboteurs, and skirmishers. While the Reavers are not a unified force, their strength lies in their mobility, unpredictability, and willingness to embrace the harsh desert environment as both their home and their weapon.

Structure

The Reavers have no centralized authority, and their power structure is as chaotic as their raids. Leadership is typically determined by strength and cunning, with individual gangs ruled by chieftains who have proven themselves in battle. The title of Lord of Claws, the closest thing the Reavers have to a unified leader, is a coveted position that is often fought for between rival gangs. To become the Lord of Claws, a Reaver must defeat the previous holder of the title in combat, making it a position of constant challenge and bloodshed.   Underneath the Lord of Claws are the War Chiefs, who command smaller factions of the Reavers, leading raids and making decisions on behalf of their respective gangs. These War Chiefs are often in competition with one another, vying for dominance within the larger Reaver confederation.   Goblins, Sharr, and other outcasts often find themselves at the bottom of the hierarchy, though those who prove themselves in combat or sabotage can earn a degree of respect. These lesser members are typically used as scouts, forward skirmishers, or saboteurs during raids.

Culture

The Reavers are a savage and ruthless culture, bound together by their hatred of the Tahosian Dynasty and its rigid order. They reject the idea of centralized control, seeing it as an affront to the freedom of the desert. Their lifestyle is one of constant survival, where only the strong thrive, and the weak are discarded. The Reavers live by a simple code: take what you can, defend what you have, and never submit to the rule of others.   Mounted combat is a sacred tradition among the Reavers, with theropod and giant raptor mounts seen as symbols of strength and freedom. The bond between a Reaver and their mount is forged in blood and battle, with the fiercest mounts earning a place of honor in Reaver legends. This emphasis on mounted combat also leads to constant infighting, as Reavers challenge one another for control of the best mounts and the most prestigious spoils.   Their culture is one of survival at all costs, with little regard for honor or loyalty beyond what is necessary to stay alive. However, within individual gangs, strong bonds often form between warriors who have fought side by side. These bonds are forged in the fires of combat and are often the only form of loyalty a Reaver recognizes.

Public Agenda

Outwardly, the Reavers claim to be reclaiming the wild, untamed spirit of Tansia. They view themselves as the true heirs of the land, unbound by the laws and decrees of the Tahosian Dynasty. They believe that the strong should take what they need and that the desert is meant for those who can survive its harshness. To this end, they seek to undermine the Dynasty’s control by disrupting trade routes, raiding supply lines, and weakening the grip of civilization on the frontier.   However, their true goals are more primal and personal. The Reavers are driven by a desire for power, wealth, and survival. They take what they can from the weak, viewing raids as a means to assert dominance and maintain their way of life. While they have no grand political ambitions, their continued raids and attacks on the Dynasty’s trade routes pose a significant threat to the stability of the region.

Assets

  • Theropod and Raptor Mounts. The Reavers’ greatest asset is their mastery of mounted combat, particularly on swift and vicious theropods and giant raptors. These mounts allow them to strike quickly and retreat just as fast, making them nearly impossible to pin down in open combat.
  • Mobile Camps. The Reavers live a nomadic lifestyle, rarely staying in one place for long. Their camps are mobile, often hidden deep in the desert or the remote plains of Tansia. These camps are difficult to find, and when discovered, they are often abandoned before any significant force can be brought to bear against them.
  • Desert Knowledge. The Reavers have an intimate knowledge of the deserts and plains of Tansia, using the harsh environment to their advantage. They know the hidden oases, the dangerous sandstorms, and the best routes for ambushes. This knowledge makes them difficult to track and nearly impossible to predict.

History

The origins of the Reavers are shrouded in myth and legend, but it is believed that they are the descendants of ancient nomadic tribes who once roamed the deserts of Tansia long before the rise of the Tahosian Dynasty. These tribes were free, living off the land and the bounty of the desert. However, as the Dynasty expanded its influence, many of these tribes were either absorbed into the growing empire or driven to the fringes of society.   In response to the growing control of the Dynasty, some of these tribes turned to banditry, raiding the very trade routes that threatened their way of life. Over time, these raiders became the Reavers, a loose confederation of bandits and outlaws united by their hatred of the Dynasty. As the years passed, the Reavers grew in strength and number, incorporating outcasts, deserters, and criminals into their ranks.   Though they are often dismissed as mere bandits, the Reavers have maintained a presence in the deserts and plains for generations, and their continued raids have become a thorn in the side of the Dynasty. The title of Lord of Claws has passed through many hands, with each new leader bringing their own brand of brutality to the Reavers’ operations.   Despite their internal rivalries, the Reavers remain a significant threat to the stability of Tansia, and their continued raids have made them a force to be reckoned with in the region.

"The Desert Devours the Weak"

Type
Illicit, Gang
Alternative Names
The Claw Runners, Desert Fangs, Raiders of the Sands, The Raptor Legion, Sand Stalkers
Demonym
Reavers (commonly used to refer to members), Claws (slang for particularly brutal members), Raiders (used by outsiders and common folk)
Leader Title
Location

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