Ashmouth Raiders
FactionTephrotic Nightmares · p.26 · 3p
Open source p.26Scream until your throat bleeds—this will stop you choking on the Ash. The smile of a Raider is wide, open, and honest. For them, there is nothing but survival and the thrill of the hunt across the Sea. They are not a single group but a multiplicity of teeming hordes, wolfpacks on a flat plain of Ash. There are 4 major groups, each based around one of the fortresses marked on the map. For each, roll 2 Styles and combine to give them a unique appearance and style. Use the Personalities when meeting individual raiders. Additionally, each group has their own faction vessel.
Their mountain-fastnesses are neutral ground—blood may be spilt, but it's personal, of no concern to the band-at-large. Until you cast rope at the jetty, you're fair game.
GOAL
Die in a state of ecstasy.
OFFERINGS AND RITUALS
Raiders love novelty—there are always some willing to join as mercenaries. They happily trade loot they can't eat or use as a weapon.
To join them, one must simply clamber aboard a Raider Ship before it leaves. Almost every Raider was something before they broke.
CHALLENGES
The knife-edge dance between barely surviving to give themselves the hunger and just dying of starvation.
GRUNTS / OFFICERS / EMISSARIES ()
| d4 | Grunts | Officers | Emissaries |
|---|
VESSELS
Ashmouth Raider vessels vary wildly— for each gang, roll a random boat with a random Weapon. If there is Size remaining, roll each of the following until the boat is full: another Weapon, Utility, Defence, Utility, Weapon. Each vessel is captained by a Raider Leader, with the rest of the crew made up of Raiders. This is their standard 'faction vessel'—if you have time, do this before your first session.
UNITS NOTE
All Raiders have the following Special: Ecstasy of Pain Unshared—if a member of their faction has died in this combat, all surviving Raiders require a DR14 Defence roll to be defended against as the violence drives them wild. They are easier to strike in this state—only DR10 to hit.