The Wreckers

Overview
Little is known about the group, among Fellfolk. They largely exist in rumor and stories, though these are largely scoffed at. To the Fellfolk, those who come into contact with them mostly see them as a nuisance, just another danger to deal with out on the open seas. They earned their name for their propensity for, well, wrecking ships. They’re especially dangerous to outsiders arriving on trading vessels, and may not realize that a lighthouse is in the wrong place. Lights from the shore guide ships in to crash upon the rocks, and the bandits scurry in to claim whatever was on board, and finish off any survivors.

Considering the large amount of shipwrecks that happen, it is no wonder why they are hardly a blip on a Fellfolk’s radar. It’s hard to tell what shipwrecks were caused by the unforgiving sea and monsters that dwell within, or by a misplaced light on the shore. Largely this is the most they interact with the Wreckers themselves.

The Fellfolk mostly ignore them, as they are not seen as a real danger to their way of life.

Lore
Volsaga has a long history of exile. Of turning their backs on Outsiders because they are not kin, of casting out their own for their sins, as to be exiled is the cruellest fate they can imagine. To all Fellfolk, to send one out on their own, shunned, is a death sentence. To them the offending party is dead.

But it is not always the case.

There are plenty who perish in the wilds of Fellheim. To survive on your own is nearly impossible.

But what if you were not alone?

What if there were others like you?

Those who had been cast out of their clans, who had been chased from their herd, who had been told to prove themselves worthy of their new home and had nearly died trying?

Only in recent years have they begun to tentatively form themselves into a group. First one survivor, then others, began to wash up on the shore of the Strands of the Dead. And as all Fellfolk know, safety lies in each other, and they reached out to one another.

There are several small groups. They largely form under one leader, choosing to follow one or another for their ideals. Some prefer to stay on the small islands, scraping out a living in quiet peace. Others are angrier, seeking out vengeance against the island that betrayed them, staging raids and attacks on ships passing to and from Fellheim for supplies and to feed their thirst for revenge.

The herd itself has no idea about their true numbers, slowly growing. Numbers that come from survivors of shipwrecks, turned away from Fellheim because they are Outsiders, survivors of impossible trials they fled for their lives from. Of these Wreckers, only a handful are Outsiders without any ill intentions- by and large, criminals make up the majority. Cast out of their herd for crimes deemed unforgivable, certainly some seem less evil then others, but all outcasts meet the same fate. Whether chased out for practicing unsavory types of witchcraft or rightfully accused of murder, these individuals all align under the same name: Wrecker.

There is as much variety among Wreckers as there is among Fellfolk, but there are several key differences. A large one is the distinct lack of fear of any magic. Due to the influence of outside cultures and a fair amount of the Wreckers being witches, the stigma against magic has all but been erased. They have used earth magics to shape homes, to make farmland out of unusable soil. They have persuaded the Strands to work with them, instead of accepting what has been given and what will always be.

As with Fellfolk, they strongly believe in taking care of their own, but another key difference is with them, Outsiders are among their own. Outsiders rejected from the herd for things such as disabilities that would make them a “drain” on resources are not blinked at among the Wreckers. Everyone gets taken care of. Though the differing groups do not always interact, it’s not uncommon to reach out for specific aid needed for a group member, and it will usually be provided.

Their technology is more advanced in this sense. It is all cobbled together from salvage and the few smiths they actually have, but they have the advantage of outsider influence, and magic. Their prosthetics and aids are much more advanced than the bare minimum ones used by typical Fellfolk.

It’s important to note that there are very loose laws amongst the Wreckers, but that they value personal freedom above all else. To limit someone else’s is seen as one of the very worst crimes. Though certain Wreckers may find themselves sought after by different captains seeking to hire them for their crew, they cannot be forced, and any captain found forcing anyone into their ranks is asking for a keelhaul.

That being said, a popular pastime is watching captains try to persuade others to their crew. On crowded days at the market, groups will often congregate to watch and make bets on which group a popular Wrecker may join, or if they will join at all. This is called Courtship, as much like birds will compete for a mate’s attention and make general fools of themselves in the process, captains and crews will often work together to try and persuade or bribe a Wrecker into their ranks.

Wreckers that captains will compete over are exceptional in their talents or ranks, or are simply highly well regarded by other Wreckers. The more exceptional the individual, the more sought after they will be. An extremely skilled (???) or (???) will certainly have a crowd of suitors.

Ranks
WRECKER CAPTAIN:  In times of strife, Folk will look for a leader, in themselves or in others. Certain individuals will rise to the top, and other Wreckers will align themselves under them. They will have either a “crew” of Wreckers to command, or perhaps they prefer to stay on the isles with their group and turn their minds to the land. Captains are as varied as the Wreckers themselves, but one thing is for certain- they are not to be trifled with. Limited rank.

STRANDJAYS:  More clever than most, skilled at tinkering with objects and turning them to their own purposes. They make sense of the salvage brought back from raids, and determine the best uses for it. They work with their Captains to distribute it where it is most needed. Items brought from raids belong to whatever crew brought it back, and so it stays with them, unless another crew has put out word seeking it for a member in need of it (prosthetics, aids, etc)

???: The more peaceful aligned Wreckers, preferring to work on the isles, farming and producing goods for the others to use. General townsfolk. Try to keep their head down and out of trouble, for the most part. Does not mean they are all precious innocent children, obviously.

CUTTHROAT:

QUARTERMASTER:

WRECKER: Essentially the equivalent of the Rakyer, just happen to cause the wrecks they dive. They make up the majority of the group. Ranging from typical crew to divers. Not as organized as Fellheim’s Rakyer groups, answer only to their captain.

???: Resident witches. All sort of cobble under one rank name, as none are really avoided and none are really held above the others. The most powerful ones are fought over to accompany ships, but they make their own choices on who they work for, if anyone at all. Healers fall under this rank. Usually a handful under each captain. Don’t belong to covens.

CORSAIR/BULWARK/DEADLIGHT: Though every Wrecker can handle their own in a fight, these have the duty of guarding ships and islands from the Fellfolk and sea serpents alike. Often specialized in long range attacks, they are a force to be reckoned with, and it is considered an honorable, very dangerous rank. Wildly differing attack and defense methods among the rank, but some examples will be those who specialize in causing diversions, luring Fellfolk ships and monsters away from their charges, and those who are best suited for striking hard and fast.

PRIVATEER: Best known for their work in convincing others to join their crew. Sort of the group mascot, after the captain. Their job is to recruit, and as such they need a silver tongue and a charming demeanor. Could also be considered their captain’s PR. Tries to make everyone look good. Not every ship has one, and some ships have multiple.

SCALLYWAG: Kids. You must be at least 16 in order to be properly hired to a crew, but there’s often plenty of Scallywags running about on ships, usually orphans or related to crew. Upheld to the same standards as other crew- if all they do is get underfoot or can’t pull their own weight, they are a risk and can’t be taken along on the next voyage (until proven otherwise.)

???: The more peaceful aligned Wreckers, preferring to work on the isles, farming and producing goods for the others to use. General townsfolk. Try to keep their head down and out of trouble, for the most part. Does not mean they are all precious innocent children, obviously.

WRECKER: Essentially the equivalent of the Rakyer, just happen to cause the wrecks they dive. They make up the majority of the group. Ranging from typical crew to divers. Not as organized as Fellheim’s Rakyer groups, answer only to their captain.

???: Resident witches. All sort of cobble under one rank name, as none are really avoided and none are really held above the others. The most powerful ones are fought over to accompany ships, but they make their own choices on who they work for, if anyone at all. Healers fall under this rank. Usually a handful under each captain. Don’t belong to covens.

???: Though every Wrecker can handle their own in a fight, these have the duty of guarding ships and islands from the Fellfolk and sea serpents alike. Often specialized in long range attacks, they are a force to be reckoned with, and it is considered an honorable, very dangerous rank. Wildly differing attack and defense methods among the rank, but some examples will be those who specialize in causing diversions, luring Fellfolk ships and monsters away from their charges, and those who are best suited for striking hard and fast.

???: Skald type rank, but best known for their work in convincing others to join their crew. Sort of the group mascot, after the captain. Their job is to recruit, and as such they need a silver tongue and a charming demeanor. Could also be considered their captain’s PR. Tries to make everyone look good.

Laws and Code of conduct
While there are only a few laws governing all the Wreckers, especially on land, each captain may make their own set of laws pertaining to their ship and crew- known as their code of conduct. Those who do not follow the code of conduct are subject to whatever punishment the captain sees fit, whether that be simply fired from the crew, or keelhauling. While a captain who is far too eager to kill off disobedient crewmembers will certainly find himself crewless, a captain who is too lenient will earn little respect. There is a delicate balance to be found, but the Wreckers respect those who may find it.

Any who are found to break the Wrecker core laws are subject to public trial, called a Parley. The accused is brought out

WRECKER LAW:



Important Locations
???: The main port town, where most trading and bartering is done. If you need something from another Wrecker, this is where you will find it. New Wreckers, if not brought immediately into the fold of a crew, will be provided for here, and may live unaligned. There are plenty of permanent residents who do not hitch themselves to any crew or captain.

As the residents know ships more than anything else, and all of their salvage comes from shipwrecks, most of the buildings are at least somewhat resembling a vessel. Some buildings are gutted ships dragged ashore with a mix of magics and team effort.

In the center of the ramshackle town is a bustling marketplace, where wreckers pitch their wares to each other and others find what they need. Though it is commonly known that no Wrecker will go hungry or in need, there is a thriving economy and plenty of commodities up for trade. Luxury goods, clothing and jewelry, and art are common sights. This is also where one will find Wreckers looking for a ship to cast their lot with.

Beauty and Fashion
Being a mix of many cultures, Wreckers have an eclectic sense of fashion and beauty. While some Wreckers will cling to familiar ideals and traditions from their homes, it’s just as likely that they will throw them aside in an act of rebellion. Wrecker fashion is all about personal expression and camaraderie- it’s common to see themes in crews, such as an emblem most members wear in some fashion, colors, or tattoos. Tattooing yourself for your captain, crew or friends is considered an admirable act of loyalty, declaring your bonds for all to see, and also a fine compliment.

Wreckers celebrate color and flashy patterns, decorating themselves in bright fabrics and jewels. Purveyors of beautifully decorated clothes will find themselves sought after, and held in high regard. There are never enough tattoo artists on the Strands, and it’s common for Wreckers to tattoo each other- this is a declaration of trust and kinship. If a Wrecker breaks this trust, or is found guilty of crimes, often the tattoo given by them will symbolically be cut through. Captains casting crewmembers off their crew may slash their tattoo, or slice off a piercing once marking them as part of the crew.

On the flipside, if a crewmate is lost honorably, stars will often be added to any tattoos done by or for them, to symbolize their new place among the stars.

“Sadder than a Captain covered in stars” is an expression for something particularly sad and upsetting.

(Constellation Captain)

Beauty wise, the Wreckers are too much of a mixed group to have any traits that all may regard as beautiful or desirable. Ex-Fellfolk may still harbor old standards such as admiring all white horses, thick builds, and large antlers, while Wreckers from other cultures may find those same features uninteresting. Skills and talents are generally more sought after amongst Wreckers, perhaps partly due to the Courtship traditions, but those who are well known for their charm or abilities will certainly find themselves pursued by many suitors.

Unlike Fellfolk, there are no ritualistic courting traditions among Wreckers, though ex-Fellfolk may engage in it out of sheer habit and sincerely believing it to be the best- if not only-  way to show interest. And a personally crafted gift from a Strandjay is certainly always appreciated. Like Fellfolk, however, there are no stigmas surrounding any form of relationship- homophobia is mostly unheard of, though it is occasionally brought in from outsiders washing up on the shores of the Strands.

These folks tend to quickly learn to keep such opinions to themselves, if they keep them at all.