The Scavengers
Introduction
"You want to survive? Be sure you are useful."
They walk where others dare not.
In the Age of ash and blood, survival is currency and usefulness is the one thing that still spends.
Scavengers were the first who learned that truth.
Before the first fires died out, before the road were overan and the cities abandoned, they were already on the move; silent shadows slipping through the cracks.
They don't fight for territory.
They don't care of building empires.
They navigate the ruins and return with maps drawn in memory.
No banners. No promises.
All a scavenger has is quiet footsteps and a set of sharp eyes.
Who are the Scavengers?
If you are looking for a jack-of-all-trades, you'll find one in the Scavengers.
They are the quiet breath before the next storm and the last shadow slipping out of a town after it burns. They move alone, cloaked in patched fabrics and wrapped in silence. Their faces stay hidden behind masks, hoods, goggles fogged by dust. Their weapons are small, fast, and precise. You never see the blade until it catches the last light of dusk, and by then, it’s too late to wonder why it’s there.
Their tools are worn from use and forged by salvage and memory. Their packs rattle with the weight of a dozen stories they’ll never tell. And if you’re lucky enough to hear one, listen closely: there’s always a warning buried between the lines.
Scavengers are explorers and seekers; of shelter, of salvage, of the forgotten paths through a broken world. They cross dead zones, ghost cities, storm-torn wilderness. They map what remains, mark where danger sleeps, and bring back what others can’t even imagine. Not for pride. Not for curiosity. But because they know one truth:
The first to reach the hidden things decides their price.
And that price is what keeps them alive.
They forge no alliances, swear no loyalties. They'll deal with Immortals if the barter is clean, or trade with a Reaver if the terms are clear. But they do have a code; strict, unwritten, and never broken.
Once a secret is shared, it leaves their hands forever.
They don't resell. They don't repeat. What’s bought stays bought. That’s the deal.
They understand what others have forgotten:
In a world where trust is dead and roads lead nowhere, survival belongs to those who are useful and hard to replace.
Why Become a Scavenger?
Because no one feeds the useless.
Because the world is broken, and someone has to know where the cracks run deepest.
Scavengers don’t wait for help. They are the help when the pay is right. They walk roads no one else dares to follow, not for glory, but for leverage. Every working filter, every stash of clean rations, every safe tunnel scrawled on a half-burned map, that’s power now. Power you can trade. Power that keeps you breathing.
Scavengers discover things before they’re wanted, then wait until someone’s desperate enough to pay the right price. They deal in what’s buried, lost or even forbidden. In a world where ruins run deeper than memory, that makes them irreplaceable.
They trade in things that are important:
Blood from the Immortals to ward off sickness, or worse.
Shelter from survivor enclaves; safe walls, hot food, a name that won’t be questioned.
Answers from the Mages; about symbols or whispers no one else can understand.
Theme Soundrack
- Hollowed: They see paths no one else can. But the Abyss left its teeth in them. Keep your distance; or lose your way.
- Reavers: They are brutes, but if they are on your side, you'll sleep easier. Just don't owe them anything.
- Relic Hunters: Smart folks, if a bit too obsessed with ghosts. Yet, I'd trade with one before trusting a Hollowed.
- Revenants: Traitors. If they were willing to sell their souls, guess what they'll do with your trust.
- Immortals: Useful. Terrifying. They hold pieces of the old world. But when you deal with monsters, keep your hand on the knife.
- Mages: They have the answers. Unfortunately, they are too shattered to speak, or too cursed to trust.
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